|
by MageKing17 » Wed Dec 12, 2007 7:33 am
How similar is this to the Wazzal II shield system?
-

MageKing17
- Moderator
-
- Posts: 1919
- Joined: Thu Jul 08, 2004 10:25 pm
-
by Aegis » Wed Dec 12, 2007 2:23 pm
Umm.... *runs aways* Code for gun and stuff happens to bullet mid-way during flight of the bullet involving creatures and timed thingies, it is also untimed. (you need code from that POKEMON post too) WEAPONS OF MASS DESTRUCTOR- Code: Select all
Plasma Cannon;//name--------------------------------------- 64;//identifier 8;//class Eball.png;//bullet texture 1;//bullets at one shot 1;//stop at hit 0=stop where hit, 1=don't stop 10.000000;//bullet size 0.00000;//spread 0.400000;//bullet speed 1000.000000;//time until bullet disappears 2000;//fire rate 0;//trace 0=no trace, 1=blue beam, 2=bullet trace, 3=red beam, 4=green beam, 5=yellow beam -1;//hit visual effect colour, -1=nothing 0=?, 1=red, 2=green, 3=blue 0;//hit visual effect particle, -1=nothing, 0=>particle from particles.dat claws_0.wav;//hit effect sound 0.000000;//push target back 0.00000;//push shooter back zap.wav;//fire sound claws_0.wav;//hit sound 0.100000;//AI hear volume, the amount of anger the AI gets when it hears the weapon begin_wield_conditions; end_wield_conditions; begin_fire_effects; 10;//effect number 43.000000;//parameter1 -1.000000;//parameter2 -1.000000;//parameter3 -1.000000;//parameter4 4;//effect number -10.000000;//parameter1 0.000000;//parameter2 1.000000;//parameter3 0.000000;//parameter4 end_fire_effects; begin_hit_effects; 4;//effect number -50.000000;//parameter1 0.000000;//parameter2 10.000000;//parameter3 0.000000;//parameter4 end_hit_effects; Plasma Lightning;//name--------------------------------------- 65;//identifier 0;//class lightning.png;//bullet texture 1;//bullets at one shot 1;//stop at hit 0=stop where hit, 1=don't stop 20.000000;//bullet size 0.000000;//spread 2.500000;//bullet speed 600.000000;//time until bullet disappears 1;//fire rate 0;//trace 0=no trace, 1=blue beam, 2=bullet trace, 3=red beam, 4=green beam, 5=yellow beam -1;//hit visual effect colour, -1=nothing 0=?, 1=red, 2=green, 3=blue 0;//hit visual effect particle, -1=nothing, 0=>particle from particles.dat claws_0.wav;//hit effect sound 0.000000;//push target back 0.00000;//push shooter back zap.wav;//fire sound claws_0.wav;//hit sound 0.100000;//AI hear volume, the amount of anger the AI gets when it hears the weapon begin_wield_conditions; end_wield_conditions; begin_fire_effects; end_fire_effects; begin_hit_effects; 4;//effect number -10.000000;//parameter1 0.000000;//parameter2 10.000000;//parameter3 0.000000;//parameter4 22;//effect number - side 3.000000;//parameter1 1.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 24;//effect number 62.000000;//parameter1 1.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 end_hit_effects; Creatures. Like POKEMON!!11- Code: Select all
Plasma Zap;//name--------------------------------------- 43;//identifier 0;//class invisible_creature.png;//texture 2;//draw layer -2;//corpse item number in items.dat, -1=nothing, -2=whole corpse vanishes when dead 0;//corpse item amount 1;//attack type, 0=shooting attack, 1=close combat -1;//particle to show on radar, -1=none 0;//primary AI tactic from AI_tactic.dat 0;//secondary AI tactic from AI_tactic.dat 10;//footstep particle from particles.dat 2;//die after how many seconds, 0=doesn't die -1;//eat item number from items.dat, -1=nothing 2.000000;//creature size 0.030000;//creature weight (affects pushing) 3.000000;//maximum movement speed 0.000000;//minimum movement speed 0.000000;//leg animation speed 0.000000;//turn speed 0.000000;//inertia level (acceleration/deceleration) 0;//hide when behind walls 0;//weapon number 0.000000;//weapon_x 0.000000;//weapon_y 10;//blood particle 0;//bars visible when player hovers mouse on top 1.000000;//death animation speed 0;//creature can move from area to another 0.000000;//AI hear range 0.000000;//AI see range 0.000000;//AI see angle begin_footstep_sounds end_footstep_sounds begin_hit_sounds end_hit_sounds begin_die_sounds end_die_sounds begin_eat_block end_eat_block begin_death_block end_death_block begin_hit_block end_hit_block begin_timed_block 200;//interval in milliseconds begin_conditions; 3;//condition number - zap stop 0.000000;//parameter0 2.0000000;//parameter1 end_conditions; begin_effects; 22;//effect number - side 3.000000;//parameter1 1.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 24;//effect number - zap 65.000000;//parameter1 1.000000;//parameter2 3.000000;//parameter3 1.570000;//parameter4 24;//effect number - zap 65.000000;//parameter1 1.000000;//parameter2 3.000000;//parameter3 -1.570000;//parameter4 17;//effect number - zap stop 1.000000;//parameter1 1.000000;//parameter2 0.000000;//parameter3 10.000000;//parameter4 end_effects; 20;//interval in milliseconds begin_conditions; end_conditions; begin_effects; 67;//effect number 0.01500;//parameter1 3.00000;//parameter2 0.00000;//parameter3 1.00000;//parameter4 end_effects; 60;//interval in milliseconds begin_conditions; 5;//condition number - zap go 0.000000;//parameter0 2.0000000;//parameter1 end_conditions; begin_effects; 24;//effect number - zap 65.000000;//parameter1 1.000000;//parameter2 3.000000;//parameter3 1.570000;//parameter4 24;//effect number - zap 65.000000;//parameter1 1.000000;//parameter2 3.000000;//parameter3 -1.570000;//parameter4 end_effects; end_timed_block begin_specialties No AI;//description 5;//number 0.000000;//parameter0 0.000000;//parameter1 0.000000;//parameter2 0.000000;//parameter3 zap stop;//description 0;//number 0.000000;//parameter0 0.000000;//parameter1 4.000000;//parameter2 2.000000;//parameter3 HIT;//description 4;//number 0.000000;//parameter0 1.000000;//parameter1 1.000000;//parameter2 0.000000;//parameter3 end_specialties CODE FOR SCARED SCIENTISTTeh creatures. - Code: Select all
Scared Scientist;//name--------------------------------------- 25;//identifier 0;//class Doc.png;//texture 2;//draw layer -1;//corpse item number in items.dat, -1=nothing, -2=whole corpse vanishes when dead 0;//corpse item amount 1;//attack type, 0=shooting attack, 1=close combat 19;//particle to show on radar, -1=none 8;//primary AI tactic from AI_tactic.dat 8;//secondary AI tactic from AI_tactic.dat 1;//footstep particle from particles.dat 0;//die after how many seconds, 0=doesn't die -1;//eat item number from items.dat, -1=nothing 0.700000;//creature size 1.500000;//creature weight (affects pushing) 0.500000;//maximum movement speed 0.000000;//minimum movement speed 1.000000;//leg animation speed 2.000000;//turn speed 1.000000;//inertia level (acceleration/deceleration) 1;//hide when behind walls 0;//weapon number 0.000000;//weapon_x 20.000000;//weapon_y 0;//blood particle 0;//bars visible when player hovers mouse on top 1.000000;//death animation speed 1;//creature can move from area to another 30.000000;//AI hear range 20.000000;//AI see range 4.0000000;//AI see angle begin_footstep_sounds step_a0.wav;//sample name end_footstep_sounds begin_hit_sounds groan0.wav;//sample name end_hit_sounds begin_die_sounds groan0.wav;//sample name end_die_sounds begin_eat_block end_eat_block begin_death_block end_death_block begin_hit_block end_hit_block begin_timed_block 10050;//interval in milliseconds begin_conditions; end_conditions; begin_effects; 47;//effect number 0.000000;//parameter1 0.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 end_effects; end_timed_block begin_specialties health bar;//description 0;//number 10.000000;//parameter0 0.000000;//parameter1 30.000000;//parameter2 30.000000;//parameter3 end_specialties
Teh dialog - Code: Select all
Scared Scientist;//name 0;//identifier ARGHHHH!!!!;//text 2000;//duration 1;//next dialog line (-1=none) 1;//text color r 0;//text color g 0;//text color b Scared Scientist2;//name 1;//identifier NO!!!!!!!;//text 2000;//duration 2;//next dialog line (-1=none) 1;//text color r 0;//text color g 0;//text color b Scared Scientist3;//name 2;//identifier MUMMMMYYY!!!!!;//text 2000;//duration 3;//next dialog line (-1=none) 1;//text color r 0;//text color g 0;//text color b Scared Scientist4;//name 3;//identifier I DON'T WANNA DIE!!!!!!;//text 2000;//duration 4;//next dialog line (-1=none) 1;//text color r 0;//text color g 0;//text color b Scared Scientist5;//name 4;//identifier Ok...Remember your training...;//text 2050;//duration 0;//next dialog line (-1=none) 0;//text color r 0;//text color g 1;//text color b
The end. No rights reserved. If you would like to make a donation then please call "1800 Chicken Salad" and send the money to "Professor Von Fluffchops". MUMMMMYYY!!!!! is spelt the Aus way. To translate to French add the sound "WEE!" to the end of everything.
-

Aegis
-
- Posts: 268
- Joined: Fri Oct 19, 2007 2:43 pm
by Admiral » Tue Jan 22, 2008 1:29 am
The multiple choice question/answer console Used to give a question/answer situation. In this case an item is given if the correct answer item is used: Plot Item: - Code: Select all
QuestionAlter1;//name--------------------------------------- 1;//identifier -1;//map type to place to -1=any map 0=> type from areas.dat 0;//plot_object class 22;//object definition number 0;//number of objects to be placed 0;//location type, 0=random, 1=distance min(parameter1) max(parameter2) from player start, 2=distance min(parameter1) max(parameter2) from object parameter0, 3=coordinates [parameter0, parameter1] (0=min, 1=max) vary location=parameter2 0.000000;//location parameter0 0.000000;//location parameter1 0.000000;//location parameter2 0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner 20;//particle to shown on radar none;//radiate sound -1.000000;//time to delete object in milliseconds, -1=don't delete 0;//trigger event by 0=player click, 1=player near, 2=near or click, 3=map creation (try to avoid any creature specific effects when using this, also does not check conditions), 4=interval parameter1 0;//trigger event parameter1 1;//show help text for conditions begin_effects_block; You find a strange alter with a question ingrained into the surface, there appear to sliding panels in the form of an interface...;//event text pick_up.wav;//sound, none for nothing 0;//vanishes after event, 0=no, but cannot be reused, 1=vanishes, 2=no, and can be reused begin_conditions; end_conditions; begin_effects; 16;//effect number 18.000000;//parameter1 1.000000;//parameter2 1.000000;//parameter3 0.000000;//parameter4 16;//effect number 19.000000;//parameter1 1.000000;//parameter2 1.000000;//parameter3 0.000000;//parameter4 16;//effect number 20.000000;//parameter1 1.000000;//parameter2 1.000000;//parameter3 0.000000;//parameter4 16;//effect number 21.000000;//parameter1 1.000000;//parameter2 1.000000;//parameter3 0.000000;//parameter4 16;//effect number 22.000000;//parameter1 1.000000;//parameter2 1.000000;//parameter3 0.000000;//parameter4 52;//effect number 1.000000;//parameter1 0.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 62;//effect number 1.000000;//parameter1 0.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 end_effects; end_effects_block;
The five Items: - Code: Select all
Question 1:;//name--------------------------------------- 18;//identifier 0;//item class 0.000000;//weight Who was the Egyptian god of the Sun?;//short description none;//first pick up text 0.350000;//size on map 0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner 20;//particle to shown on radar 1;//visible in inventory 0=no (can only be used via quick keys), 1=yes qpmystery.png;//texture name -1;//wielded script,-1=nothing, only applicable for wieldable items -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded 1;//show help text for conditions begin_wield_slots; end_wield_slots; begin_effects_block; ???;//event text none;//event failure text use.wav;//sound, none for nothing 0;//vanishes after event, 0=no, 1=yes U;//use key I;//quick key begin_conditions; end_conditions; begin_effects; 62;//effect number 0.000000;//parameter1 0.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 52;//effect number 0.000000;//parameter1 0.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 end_effects; end_effects_block; begin_combinations; end_combinations; Answer 1:;//name--------------------------------------- 19;//identifier 0;//item class 0.000000;//weight Set.;//short description none;//first pick up text 0.450000;//size on map 0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner 20;//particle to shown on radar 1;//visible in inventory 0=no (can only be used via quick keys), 1=yes qpmystery.png;//texture name -1;//wielded script,-1=nothing, only applicable for wieldable items -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded 1;//show help text for conditions begin_wield_slots; end_wield_slots; begin_effects_block; Sorry, that's incorrect.;//event text none;//event failure text use.wav;//sound, none for nothing 0;//vanishes after event, 0=no, 1=yes U;//use key -1;//quick key begin_conditions; end_conditions; begin_effects; 62;//effect number 0.000000;//parameter1 0.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 52;//effect number 0.000000;//parameter1 0.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 end_effects; end_effects_block; begin_combinations; end_combinations; Answer 2:;//name--------------------------------------- 20;//identifier 0;//item class 0.000000;//weight Anubis.;//short description none;//first pick up text 0.450000;//size on map 0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner 20;//particle to shown on radar 1;//visible in inventory 0=no (can only be used via quick keys), 1=yes qpmystery.png;//texture name -1;//wielded script,-1=nothing, only applicable for wieldable items -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded 1;//show help text for conditions begin_wield_slots; end_wield_slots; begin_effects_block; Sorry, that's incorrect.;//event text none;//event failure text use.wav;//sound, none for nothing 0;//vanishes after event, 0=no, 1=yes U;//use key -1;//quick key begin_conditions; end_conditions; begin_effects; 62;//effect number 0.000000;//parameter1 0.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 52;//effect number 0.000000;//parameter1 0.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 end_effects; end_effects_block; begin_combinations; end_combinations; Answer 3:;//name--------------------------------------- 21;//identifier 0;//item class 0.000000;//weight Ra.;//short description none;//first pick up text 0.450000;//size on map 0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner 20;//particle to shown on radar 1;//visible in inventory 0=no (can only be used via quick keys), 1=yes qpmystery.png;//texture name -1;//wielded script,-1=nothing, only applicable for wieldable items -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded 1;//show help text for conditions begin_wield_slots; end_wield_slots; begin_effects_block; Correct, collect your prize.;//event text none;//event failure text use.wav;//sound, none for nothing 0;//vanishes after event, 0=no, 1=yes U;//use key -1;//quick key begin_conditions; end_conditions; begin_effects; 16;//effect number 38.000000;//parameter1 1.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 62;//effect number 0.000000;//parameter1 0.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 52;//effect number 0.000000;//parameter1 0.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 end_effects; end_effects_block; begin_combinations; end_combinations; Answer 4:;//name--------------------------------------- 22;//identifier 0;//item class 0.000000;//weight Anubis.;//short description none;//first pick up text 0.450000;//size on map 0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner 20;//particle to shown on radar 1;//visible in inventory 0=no (can only be used via quick keys), 1=yes qpmystery.png;//texture name -1;//wielded script,-1=nothing, only applicable for wieldable items -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded 1;//show help text for conditions begin_wield_slots; end_wield_slots; begin_effects_block; Sorry, that's incorrect.;//event text none;//event failure text use.wav;//sound, none for nothing 0;//vanishes after event, 0=no, 1=yes U;//use key -1;//quick key begin_conditions; end_conditions; begin_effects; 62;//effect number 0.000000;//parameter1 0.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 52;//effect number 0.000000;//parameter1 0.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 end_effects; end_effects_block; begin_combinations; end_combinations;
I hope this helps 
-

Admiral
-
- Posts: 71
- Joined: Thu Aug 04, 2005 5:03 pm
-
Return to Notrium Modding
Who is online
Users browsing this forum: No registered users and 1 guest
|
|