The Notrium Modding Library

Re: The Notrium Modding Library

Postby MageKing17 » Wed Dec 12, 2007 7:33 am

How similar is this to the Wazzal II shield system?
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MageKing17
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Posts: 1919
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Re: The Notrium Modding Library

Postby 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 SCIENTIST
Teh 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.
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Aegis
 
Posts: 268
Joined: Fri Oct 19, 2007 2:43 pm

Re: The Notrium Modding Library

Postby 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 :wink:
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Admiral
 
Posts: 71
Joined: Thu Aug 04, 2005 5:03 pm

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