The Notrium Modding Library

The Notrium Modding Library

Postby White Bear » Tue Dec 28, 2004 2:12 am

Stickied and rules added by Zex 28/12/04

Thanks to White Bear's fantastic idea, here is the Notrium Modding Library.
Here you will find a database of many different samples of items, scripts, particles, etc, contributed by the modding community here to help new (and even some experienced :wink: ) modders. Just follow the instructions, and copy and paste the code into the correct file.

(A word of warning: basic knowledge of modding is required to saftely incorperate these code samples into your mod. Many require changing of identifiers/links to work, so if you are unsure, do not attempt to use them, you may cause irreversable problems with your mods. Make sure you have read to Modding FAQ before using any code in this library.)


For the contributer: Please follow the below sample when adding an item/script etc to the library. Make sure you include the type, (item, script, particle, race etc), the code (inside a code box), a description (of what the code does), directions of how to apply the code, and your name so you get the credit for your masterpiece. :wink:
Now, for the first item in the library:

Type: Item
Code: Select all
Bullet Time;//name---------------------------------------
  1;//identifier
  0;//item class
  0.000000;//weight
Press B to activate!;//short description
  none;//first pick up text
  0.650000;//size on map
  2;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
  -1;//particle to shown on radar
  1;//visible in inventory 0=no (can only be used via quick keys), 1=yes
  qpdash.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;
    4;//slot number
  end_wield_slots;
  begin_effects_block;
  Time Slows and you can think clearly.;//event text
    none;//event failure text
    use.wav;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    U;//use key
    B;//quick key
    begin_conditions;
    end_conditions;
    begin_effects;
      38;//effect number
      0.080000;//parameter1
      0.000000;//parameter2
      0.000000;//parameter3
      0.000000;//parameter4
    end_effects;
  end_effects_block;
  begin_combinations;
  end_combinations;

Descripion: Press B (Bullet time) to set slow time on/off. but you can still aim easily.
Directions: Copy and paste into the items.dat file. Make sure you fix up the ://identifier.
Code written by: White Bear
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Posts: 9
Joined: Thu Dec 09, 2004 9:21 am

Re: The Notrium Modding Library

Postby ZeXLR8er » Tue Dec 28, 2004 4:05 am

Type: Item
Code: Select all
Change inventory;//name---------------------------------------
  1;//identifier
  1;//item class
  0.000000;//weight
  Opens a new inventory;//short description
  none;//first pick up text
  0.650000;//size on map
  0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
  0;//particle to shown on radar
  1;//visible in inventory 0=no (can only be used via quick keys), 1=yes
  bar.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;
  You open a new inventory;//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;
52;//effect number                          change inventory to 1
      1.000000;//parameter1
      0.000000;//parameter2
      0.000000;//parameter3
      0.000000;//parameter4
62;//effect number                          force close inventory
      0.000000;//parameter1
      0.000000;//parameter2
      0.000000;//parameter3
      0.000000;//parameter4   
end_effects;
  end_effects_block;
  begin_combinations;
  end_combinations;

Descripion: A simple little item to change the player's active inventory. Press I to change the inventory.
Directions: Copy and paste into the items.dat file. Make sure you fix up the ://identifier.
Code written by: ZeXLR8er
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Postby Casanova » Wed Dec 29, 2004 1:49 am

Type: Item (Binoculars)

Code: Select all
Zoom in;//name---------------------------------------
  1;//identifier
  0;//item class
  0.000000;//weight
  Press Z to zoom in;//short description
  none;//first pick up text
  0.300000;//size on map
  1;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
  0;//particle to shown on radar
  1;//visible in inventory 0=no (can only be used via quick keys), 1=yes
  goggles.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;
  none;//event text
    none;//event failure text
    scope.wav;//sound, none for nothing
    1;//vanishes after event, 0=no, 1=yes
    -1;//use key
    Z;//quick key
    begin_conditions;
    end_conditions;
    begin_effects;
      49;//effect number
      -1.000000;//parameter1
      500.000000;//parameter2
      -1.000000;//parameter3
      0.000000;//parameter4
      16;//effect number
      28.000000;//parameter1
      1.000000;//parameter2
      0.000000;//parameter3
      0.000000;//parameter4
    end_effects;
  end_effects_block;
  begin_combinations;
  end_combinations;
Zoom out;//name---------------------------------------
  2;//identifier
  1;//item class
  0.000000;//weight
  Press Z to zoom out;//short description
  none;//first pick up text
  0.300000;//size on map
  1;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
  0;//particle to shown on radar
  1;//visible in inventory 0=no (can only be used via quick keys), 1=yes
  goggles.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;
  none;//event text
    none;//event failure text
    scope.wav;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    -1;//use key
    Z;//quick key
    begin_conditions;
    end_conditions;
    begin_effects;
      49;//effect number
      -1.000000;//parameter1
      0.000000;//parameter2
      -1.000000;//parameter3
      0.000000;//parameter4
      16;//effect number
      27.000000;//parameter1
      1.000000;//parameter2
      0.000000;//parameter3
      0.000000;//parameter4
    end_effects;
  end_effects_block;
  begin_combinations;
  end_combinations;

Description: Allows player to view farther away by pressing Z. To change back press Z again.
Directions: add to items.dat, and give item 1 to the player. Item 2 will be give once zoom is used.
Last edited by Casanova on Fri Dec 31, 2004 6:45 am, edited 1 time in total.
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Posts: 219
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Postby UberWaffe » Sat Jan 15, 2005 12:20 pm

Type: Creature. Fires secondary weapon when enemies are close.

Code:
BattleDroid;//name---------------------------------------
116;//identifier
1;//class
robot1.png;//texture
1;//draw layer
288;//corpse item number in items.dat, -1=nothing, -2=whole corpse vanishes when dead
1;//corpse item amount
0;//attack type, 0=shooting attack, 1=close combat
30;//particle to show on radar, -1=none
5;//primary AI tactic from AI_tactic.dat
9;//secondary AI tactic from AI_tactic.dat
0;//footstep particle from particles.dat
0;//die after how many seconds, 0=doesn't die
-1;//eat item number from items.dat, -1=nothing
0.800000;//creature size
40.000000;//creature weight (affects pushing)
0.400000;//maximum movement speed
0.000000;//minimum movement speed
1.200000;//leg animation speed
0.333333;//turn speed
0.500000;//inertia level (acceleration/deceleration)
1;//hide when behind walls
146;//weapon number
0.000000;//weapon_x
25.000000;//weapon_y
2;//blood particle
1;//bars visible when player hovers mouse on top
1.000000;//death animation speed
1;//creature can move from area to another
2000.000000;//AI hear range
1000.000000;//AI see range
6.200000;//AI see angle
begin_footstep_sounds
step_a0.wav;//sample name
step_a1.wav;//sample name
step_a2.wav;//sample name
end_footstep_sounds
begin_hit_sounds
claws0_hit.wav;//sample name
end_hit_sounds
begin_die_sounds
explosion.wav;//sample name
end_die_sounds
begin_eat_block
end_eat_block
begin_death_block
end_death_block
begin_hit_block
begin_conditions;
end_conditions;
begin_effects;
24;//effect number
148.000000;//parameter1
1.000000;//parameter2
1.000000;//parameter3
0.000000;//parameter4
end_effects;
end_hit_block
begin_timed_block
1000;//interval in milliseconds
begin_conditions;
5;//condition
0.000000;//condition parameter1
4800.000000;//condition parameter2
end_conditions;
begin_effects;
23;//effect number
12.000000;//parameter1
-1.000000;//parameter2
0.000000;//parameter3
1000.000000;//parameter4
end_effects;

1000;//interval in milliseconds
begin_conditions;
20;//condition
0.000000;//condition parameter1
1.000000;//condition parameter2
end_conditions;
begin_effects;
10;//effect number
117.000000;//parameter1
-1.000000;//parameter2
-1.000000;//parameter3
-1.000000;//parameter4
end_effects;


end_timed_block
begin_specialties
;//description
0;//number
0.000000;//parameter0
0.000000;//parameter1
4800.000000;//parameter2
4800.000000;//parameter3
;//description
1;//number
5.000000;//parameter0
0.000000;//parameter1
0.000000;//parameter2
0.000000;//parameter3
;//description
1;//number
9.000000;//parameter0
0.000000;//parameter1
0.000000;//parameter2
0.000000;//parameter3
;//description
1;//number
6.000000;//parameter0
12.750000;//parameter1
0.000000;//parameter2
0.000000;//parameter3
;//description
1;//number
0.000000;//parameter0
4.500000;//parameter1
0.000000;//parameter2
0.000000;//parameter3
;//description
1;//number
3.000000;//parameter0
0.050000;//parameter1
0.000000;//parameter2
0.000000;//parameter3
;//description
1;//number
7.000000;//parameter0
0.050000;//parameter1
0.000000;//parameter2
0.000000;//parameter3
;//description
1;//number
1.000000;//parameter0
0.010000;//parameter1
0.000000;//parameter2
0.000000;//parameter3
;//description
2;//number
7.000000;//parameter0
3.000000;//parameter1
0.500000;//parameter2
2.000000;//parameter3
end_specialties


The part that handles the missile launching is in dark red. Basically it checks whether or not the creature (battledroid) is angry. Angry means it is aware of an enemy. Thus it is safe to assume that an enemy is nearby. The timed event is simply to ensure it doesn't fire a constant stream.
Warning!: Making the time delay long (5+ seconds) could mean that your creature kills its target before firing a missile. I found 1 seconds works well and if you want to limit the amount of missiles, just decrease their lifespan. (Or add a condition that checks for the amount of missiles already on the map.) I made the battledroid VERY powerful but made the parts for it a quest on its own to find.
Last edited by UberWaffe on Sat Jan 15, 2005 12:30 pm, edited 1 time in total.
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Posts: 122
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Postby MageKing17 » Sat Jan 15, 2005 12:27 pm

UberWaffe wrote:Type: Creature. Fires secondary weapon when enemies are close.

Code:
BattleDroid;//name---------------------------------------
116;//identifier
1;//class
robot1.png;//texture
1;//draw layer
288;//corpse item number in items.dat, -1=nothing, -2=whole corpse vanishes when dead
1;//corpse item amount
0;//attack type, 0=shooting attack, 1=close combat
30;//particle to show on radar, -1=none
5;//primary AI tactic from AI_tactic.dat
9;//secondary AI tactic from AI_tactic.dat
0;//footstep particle from particles.dat
0;//die after how many seconds, 0=doesn't die
-1;//eat item number from items.dat, -1=nothing
0.800000;//creature size
40.000000;//creature weight (affects pushing)
0.400000;//maximum movement speed
0.000000;//minimum movement speed
1.200000;//leg animation speed
0.333333;//turn speed
0.500000;//inertia level (acceleration/deceleration)
1;//hide when behind walls
146;//weapon number
0.000000;//weapon_x
25.000000;//weapon_y
2;//blood particle
1;//bars visible when player hovers mouse on top
1.000000;//death animation speed
1;//creature can move from area to another
2000.000000;//AI hear range
1000.000000;//AI see range
6.200000;//AI see angle
begin_footstep_sounds
step_a0.wav;//sample name
step_a1.wav;//sample name
step_a2.wav;//sample name
end_footstep_sounds
begin_hit_sounds
claws0_hit.wav;//sample name
end_hit_sounds
begin_die_sounds
explosion.wav;//sample name
end_die_sounds
begin_eat_block
end_eat_block
begin_death_block
end_death_block
begin_hit_block
begin_conditions;
end_conditions;
begin_effects;
24;//effect number
148.000000;//parameter1
1.000000;//parameter2
1.000000;//parameter3
0.000000;//parameter4
end_effects;
end_hit_block
begin_timed_block
1000;//interval in milliseconds
begin_conditions;
5;//condition
0.000000;//condition parameter1
4800.000000;//condition parameter2
end_conditions;
begin_effects;
23;//effect number
12.000000;//parameter1
-1.000000;//parameter2
0.000000;//parameter3
1000.000000;//parameter4
end_effects;

1000;//interval in milliseconds
begin_conditions;
20;//condition
0.000000;//condition parameter1
1.000000;//condition parameter2
end_conditions;
begin_effects;
10;//effect number
117.000000;//parameter1
-1.000000;//parameter2
-1.000000;//parameter3
-1.000000;//parameter4
end_effects;


end_timed_block
begin_specialties
;//description
0;//number
0.000000;//parameter0
0.000000;//parameter1
4800.000000;//parameter2
4800.000000;//parameter3
;//description
1;//number
5.000000;//parameter0
0.000000;//parameter1
0.000000;//parameter2
0.000000;//parameter3
;//description
1;//number
9.000000;//parameter0
0.000000;//parameter1
0.000000;//parameter2
0.000000;//parameter3
;//description
1;//number
6.000000;//parameter0
12.750000;//parameter1
0.000000;//parameter2
0.000000;//parameter3
;//description
1;//number
0.000000;//parameter0
4.500000;//parameter1
0.000000;//parameter2
0.000000;//parameter3
;//description
1;//number
3.000000;//parameter0
0.050000;//parameter1
0.000000;//parameter2
0.000000;//parameter3
;//description
1;//number
7.000000;//parameter0
0.050000;//parameter1
0.000000;//parameter2
0.000000;//parameter3
;//description
1;//number
1.000000;//parameter0
0.010000;//parameter1
0.000000;//parameter2
0.000000;//parameter3
;//description
2;//number
7.000000;//parameter0
3.000000;//parameter1
0.500000;//parameter2
2.000000;//parameter3
end_specialties


The part that handles the missile launching is in dark red. Basically it checks whether or not the creature (battledroid) is angry. Angry means it is aware of an enemy. Thus it is safe to assume that an enemy is nearby. The timed event is simply to ensure it doesn't fire a constant stream.
Warning!: Making the time delay long (5+ seconds) could mean that your creature kills its target before firing a missile. I found 1 seconds works well and if you want to limit the amount of missiles, just decrease their lifespan. (Or add a condition that checks for the amount of missiles already on the map.) I made the battledroid VERY powerful but made the parts for it a quest on its own to find.

You forgot creature 117. What, no missile code? We have to make it ourselves?
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Postby UberWaffe » Sat Jan 15, 2005 12:38 pm

Code: Battledroid Missile

NOTE: Sorry about that. The images, weapons, animations for both my battledroid and battledroid missile are all custom made jobs. I suggest you write weapons and such yourself... or perhaps I could host all my dat files if I knew how. But here is the missile creature. If you don't want it you could always replace it with creature 59. The normal Notrium missile. But it does a lousy 20 dmg.



BattleDroid Missile;//name---------------------------------------
117;//identifier
0;//class
creature_missile2.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
18;//particle to show on radar, -1=none
7;//primary AI tactic from AI_tactic.dat
7;//secondary AI tactic from AI_tactic.dat
31;//footstep particle from particles.dat
20;//die after how many seconds, 0=doesn't die
-1;//eat item number from items.dat, -1=nothing
0.700000;//creature size
1.200000;//creature weight (affects pushing)
1.350000;//maximum movement speed
0.675000;//minimum movement speed
0.000000;//leg animation speed
0.840000;//turn speed
0.500000;//inertia level (acceleration/deceleration)
1;//hide when behind walls
149;//weapon number
0.000000;//weapon_x
0.000000;//weapon_y
5;//blood particle
0;//bars visible when player hovers mouse on top
1.000000;//death animation speed
1;//creature can move from area to another
100000.000000;//AI hear range
50000.000000;//AI see range
6.000000;//AI see angle
begin_footstep_sounds
end_footstep_sounds
begin_hit_sounds
end_hit_sounds
begin_die_sounds
explosion.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
20;//interval in milliseconds
begin_conditions;
end_conditions;
begin_effects;
27;//effect number
15.000000;//parameter1
60.000000;//parameter2
0.200000;//parameter3
0.400000;//parameter4
end_effects;
end_timed_block
begin_specialties
;//description
0;//number
0.000000;//parameter0
0.000000;//parameter1
50.000000;//parameter2
50.000000;//parameter3
end_specialties


Its graphics creature_missile2.png I made by simply inverting the colours of the creature_missile.png file. It gives a funky white missile with blue blast. But the weapons and so on you'll have to do yourselves. Or someone has to help me host my, *Cough* Highly unbalanced *COugh*, mod.

EDIT - NEW: I am adding links to all of my picture and animation files needed for the battledroid and its missiles. (Also a bazooka. Which apparently looks like a giant flashlight. Mmmm, it actually does... Oops. :oops: )

Battledroid Missile:
http://img142.exs.cx/img142/8830/creatu ... le22qf.png

Battledroid Creature Animation:
http://img94.exs.cx/img94/6206/robot12zi.png

Battledroid Inventory Icon:
http://img50.exs.cx/img50/4084/mrobot10lw.png

Broken Battledroid Inventory Icon:
http://img148.exs.cx/img148/3818/brobot13im.png

Bazooka / Missile Launcher:
http://img77.exs.cx/img77/5125/bazooka4ng.png


New Edit - AGAIN :
I'm adding the blueprints item for making the battledroid and bazooka. I also replaced my other custom items needed for the battledroid and bazooka with items already in Notrium, that way you can use it as is.

Code: Item - Battledroid Blueprints

BattleDroid Blueprints;//name---------------------------------------
273;//identifier
2;//item class
0.000000;//weight
For a Battledroid, you need a laser turret, pulse laser, 3 robot wreckages, 3 computer units, enhanced power armor, 4 energy units and a replicator cell. Press U to construct a Battledroid \ \ For a Bazooka you need 3 energy units, 2 computer chips, a replicator cell, 3 long metal rods, a De/Magnetizer and a motion detector. Press Y to construct the PML.;//short description
You find a blueprint to building a human military Mark IV BattleDroid. What the hell is such plans doing here? \ \ Most of the text has been ruled out and replaced in a dark red ink, but the drawings clearly show the main components. It seems that the standard parts needed were replaced with somewhat similar items more easily obtainable. \ \ The battledroid might not be up to military standards but will certainly still pack a punch. \ \ As you look at the plans you realise that you can probably use these replicator control systems to construct a missile launcher for yourself. It would take long for it to reload itself but it would pack one hell of a punch.;//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
blueprints2.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;
With huge effort you combine the parts to create a complete BattleDroid. Combining the four energy units into one advanced unit was hell, not to mention redesigning the replicator cell to be able to do whatever it will be doing. \ \ Looking at your proud accomplishment you stand back and admire it for a moment, smiling at your own skill. It will be heavy to lug around so maybe using it as early as possible would be smart. \ \ Before picking up the battledroid you download the programming on the chip attached to the plans. It seems the Droid will only respond to your DNA once you activate it, making it impossible for anyone else to steal.;//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;
0;//use condition number
32.000000;//use condition parameter0
1.000000;//use condition parameter1
0;//use condition number
7.000000;//use condition parameter0
3.000000;//use condition parameter1
0;//use condition number
56.000000;//use condition parameter0
1.000000;//use condition parameter1
0;//use condition number
65.000000;//use condition parameter0
3.000000;//use condition parameter1
0;//use condition number
87.000000;//use condition parameter0
1.000000;//use condition parameter1
0;//use condition number
12.000000;//use condition parameter0
4.000000;//use condition parameter1
0;//use condition number
13.000000;//use condition parameter0
1.000000;//use condition parameter1
end_conditions;
begin_effects;
16;//effect number
32.000000;//parameter1
-1.000000;//parameter2
0.000000;//parameter3
0.000000;//parameter4
16;//effect number
7.000000;//parameter1
-3.000000;//parameter2
0.000000;//parameter3
0.000000;//parameter4
16;//effect number
56.000000;//parameter1
-1.000000;//parameter2
0.000000;//parameter3
0.000000;//parameter4
16;//effect number
65.000000;//parameter1
-3.000000;//parameter2
0.000000;//parameter3
0.000000;//parameter4
16;//effect number
87.000000;//parameter1
-1.000000;//parameter2
0.000000;//parameter3
0.000000;//parameter4
16;//effect number
12.000000;//parameter1
-4.000000;//parameter2
0.000000;//parameter3
0.000000;//parameter4
16;//effect number
13.000000;//parameter1
-1.000000;//parameter2
0.000000;//parameter3
0.000000;//parameter4
16;//effect number
287.000000;//parameter1
1.000000;//parameter2
0.000000;//parameter3
0.000000;//parameter4
end_effects;
With huge effort you combine the parts to create a complete BattleDroid. Combining the four energy units into one advanced unit was hell, not to mention redesigning the replicator cell to be able to do whatever it will be doing. \ \ Looking at your proud accomplishment you stand back and admire it for a moment, smiling at your own skill. It will be heavy to lug around so maybe using it as early as possible would be smart. \ \ Before picking up the battledroid you download the programming on the chip attached to the plans. It seems the Droid will only respond to your DNA once you activate it, making it impossible for anyone else to steal.;//event text
none;//event failure text
use.wav;//sound, none for nothing
0;//vanishes after event, 0=no, 1=yes
Y;//use key
-1;//quick key
begin_conditions;
0;//use condition number
6.000000;//use condition parameter0
3.000000;//use condition parameter1
0;//use condition number
7.000000;//use condition parameter0
2.000000;//use condition parameter1
0;//use condition number
12.000000;//use condition parameter0
3.000000;//use condition parameter1
0;//use condition number
13.000000;//use condition parameter0
1.000000;//use condition parameter1
0;//use condition number
29.000000;//use condition parameter0
1.000000;//use condition parameter1
0;//use condition number
33.000000;//use condition parameter0
1.000000;//use condition parameter1
end_conditions;
begin_effects;
16;//effect number
6.000000;//parameter1
-3.000000;//parameter2
0.000000;//parameter3
0.000000;//parameter4
16;//effect number
7.000000;//parameter1
-2.000000;//parameter2
0.000000;//parameter3
0.000000;//parameter4
16;//effect number
12.000000;//parameter1
-3.000000;//parameter2
0.000000;//parameter3
0.000000;//parameter4
16;//effect number
13.000000;//parameter1
-1.000000;//parameter2
0.000000;//parameter3
0.000000;//parameter4
16;//effect number
29.000000;//parameter1
-1.000000;//parameter2
0.000000;//parameter3
0.000000;//parameter4
16;//effect number
33.000000;//parameter1
-1.000000;//parameter2
0.000000;//parameter3
0.000000;//parameter4
16;//effect number
291.000000;//parameter1
1.000000;//parameter2
0.000000;//parameter3
0.000000;//parameter4
end_effects;
end_effects_block;
begin_combinations;
end_combinations;


Battledroid Blueprints Image:
http://img110.exs.cx/img110/5343/blueprints24bk.png

Now for the Bazooka code...

Code: Item - Bazooka

Note: I removed the need for ammo but increased the reload time heavily. It is not meant to be a primary weapon anyhow.

Plasma Missile Launcher;//name---------------------------------------
291;//identifier
0;//item class
27.500000;//weight
The plasma missile launcher is a heavy weapon that uses an in-built replicator to produce the homing missiles it fires. Although devastating and long range the replicator takes a long time to construct a rocket, thus resulting in a massive reload time.;//short description
none;//first pick up text
0.350000;//size on map
1;//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
bazooka.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;
Rocket Rampage!!;//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;
9;//effect number
152.000000;//parameter1
0.000000;//parameter2
0.000000;//parameter3
0.000000;//parameter4
end_effects;
end_effects_block;
begin_combinations;
end_combinations;


The weapon code for the bazooka:
Plasma Missile Launcher;//name---------------------------------------
152;//identifier
0;//class
invisible.png;//bullet texture
1;//bullets at one shot
0;//stop at hit 0=stop where hit, 1=don't stop
3.000000;//bullet size
0.000000;//spread
2.400000;//bullet speed
400.000000;//time until bullet disappears
25000;//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
-1;//hit visual effect particle, -1=nothing, 0=>particle from particles.dat
none;//hit effect sound
0.000000;//push target back
0.100000;//push shooter back
bazooka.wav;//fire sound
laser_hit.wav;//hit sound
1.000000;//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
117.000000;//parameter1
-1.000000;//parameter2
-1.000000;//parameter3
-1.000000;//parameter4
end_fire_effects;
begin_hit_effects;
end_hit_effects;


And:

Code: Item - Broken Battledroid

Broken BattleDroid;//name---------------------------------------
288;//identifier
0;//item class
27.500000;//weight
A broken BattleDroid, fix it by combining it with a repair unit.;//short description
none;//first pick up text
0.350000;//size on map
1;//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
brobot1.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;
You try to activate it only to hear electric sparks...;//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;
end_effects;
end_effects_block;
begin_combinations;
1;//discard this item after combine
84;//combines with
1;//discard that item after combine
8;//combine time
1;//can be broken up
begin_items_given;
287;//result of combine
1;//amount to give
end_items_given;
end_combinations;


This is the item the battledroid drops. Combining it with a repair unit gives you a usable battledroid again.

Now the weapons:

Code: Weapons - All battledroid weapons and the missile weapons

BattleDroid Laser;//name---------------------------------------
146;//identifier
0;//class
laser_small.png;//bullet texture
1;//bullets at one shot
0;//stop at hit 0=stop where hit, 1=don't stop
3.000000;//bullet size
0.000000;//spread
2.400000;//bullet speed
400.000000;//time until bullet disappears
50;//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
none;//hit effect sound
0.005000;//push target back
0.000000;//push shooter back
laser.wav;//fire sound
laser_hit.wav;//hit sound
1.000000;//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
-55.000000;//parameter1
0.000000;//parameter2
0.000000;//parameter3
0.000000;//parameter4
end_hit_effects;
BattleDriod Discharge;//name---------------------------------------
148;//identifier
2;//class
electric.png;//bullet texture
30;//bullets at one shot
0;//stop at hit 0=stop where hit, 1=don't stop
3.000000;//bullet size
3.000000;//spread
1.000000;//bullet speed
250.000000;//time until bullet disappears
1000;//fire rate
0;//trace 0=no trace, 1=blue beam, 2=bullet trace, 3=red beam, 4=green beam, 5=yellow beam
3;//hit visual effect colour, -1=nothing 0=?, 1=red, 2=green, 3=blue
6;//hit visual effect particle, -1=nothing, 0=>particle from particles.dat
none;//hit effect sound
0.000000;//push target back
0.000000;//push shooter back
electric.wav;//fire sound
electric2.wav;//hit sound
1.000000;//AI hear volume, the amount of anger the AI gets when it hears the weapon
begin_wield_conditions;
end_wield_conditions;
begin_fire_effects;
27;//effect number
5.000000;//parameter1
50.000000;//parameter2
0.300000;//parameter3
0.350000;//parameter4
26;//effect number
6.000000;//parameter1
3.000000;//parameter2
45.000000;//parameter3
0.000000;//parameter4
end_fire_effects;
begin_hit_effects;
4;//effect number
-30.000000;//parameter1
0.000000;//parameter2
0.000000;//parameter3
0.000000;//parameter4
1;//effect number
7500.000000;//parameter1
20.000000;//parameter2
0.000000;//parameter3
0.000000;//parameter4
end_hit_effects;
BattleDroid Missile Creature Shoots, fires weapon 150;//name---------------------------------------
149;//identifier
1;//class
invisible.png;//bullet texture
0;//bullets at one shot
0;//stop at hit 0=stop where hit, 1=don't stop
0.000000;//bullet size
0.300000;//spread
5.500000;//bullet speed
50.000000;//time until bullet disappears
1000;//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
none;//hit effect sound
0.000000;//push target back
0.000000;//push shooter back
none;//fire sound
none;//hit sound
1.000000;//AI hear volume, the amount of anger the AI gets when it hears the weapon
begin_wield_conditions;
end_wield_conditions;
begin_fire_effects;
31;//effect number
-1.000000;//parameter1
0.000000;//parameter2
0.000000;//parameter3
0.000000;//parameter4
24;//effect number
150.000000;//parameter1
1.000000;//parameter2
1.000000;//parameter3
0.000000;//parameter4
end_fire_effects;
begin_hit_effects;
end_hit_effects;
BattleDroid Missile Damage;//name---------------------------------------
150;//identifier
3;//class
invisible.png;//bullet texture
1;//bullets at one shot
0;//stop at hit 0=stop where hit, 1=don't stop
0.000000;//bullet size
0.300000;//spread
5.500000;//bullet speed
50.000000;//time until bullet disappears
1000;//fire rate
1;//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
none;//hit effect sound
0.000000;//push target back
0.000000;//push shooter back
none;//fire sound
none;//hit sound
1.000000;//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
-250.000000;//parameter1
0.000000;//parameter2
0.000000;//parameter3
0.000000;//parameter4
end_hit_effects;


And hopefully that is the end to an EXTREMELY long post.
Btw. Is this long post considered spamming? :? I don't want to get ruffled for being overly generous. :wink:
User avatar
UberWaffe
 
Posts: 122
Joined: Fri Jan 14, 2005 9:21 pm

Postby B0rsuk » Sun Feb 13, 2005 10:40 am

plot_object - Advanced Spawner
---------------------------
plot_objects.dat entry

Code: Select all

Smart Spawner: Healing Plant;//name---------------------------------------
  9;//identifier
  0;//map type to place to -1=any map 0=> type from areas.dat
  0;//plot_object class
  0;//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
  4;//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
  3500;//trigger event parameter1
  0;//show help text for conditions
  begin_effects_block;
  none;//event text
    none;//sound, none for nothing
      2;//vanishes after event, 0=no, but cannot be reused, 1=vanishes, 2=no, and can be reused
    begin_conditions;
     30;//condition
      3.000000;//condition parameter0
      2.000000;//condition parameter1
    end_conditions;
    begin_effects;
     10;//effect number
      3.000000;//parameter1
      2.000000;//parameter2
      -1.000000;//parameter3
      -1.000000;//parameter4
    end_effects;
  end_effects_block;

--------------------------
creatures.dat entry

Code: Select all
Healing Plant Seed;//name---------------------------------------
  3;//identifier
  0;//class
  invisible.png;//texture
  1;//draw layer
  -2;//corpse item number in items.dat, -1=nothing, -2=whole corpse vanishes when dead
  0;//corpse item amount
  0;//attack type, 0=shooting attack, 1=close combat
  -1;//particle to show on radar, -1=none
  7;//primary AI tactic from AI_tactic.dat
  7;//secondary AI tactic from AI_tactic.dat
  -1;//footstep particle from particles.dat
  10;//die after how many seconds, 0=doesn't die
  -1;//eat item number from items.dat, -1=nothing
  0.200000;//creature size
  0.500000;//creature weight (affects pushing)
  0.700000;//maximum movement speed
  0.000000;//minimum movement speed
  1.400000;//leg animation speed
  1.000000;//turn speed
  1.000000;//inertia level (acceleration/deceleration)
  0;//hide when behind walls
  0;//weapon number
  0.000000;//weapon_x
  10.000000;//weapon_y
  0;//blood particle
  0;//bars visible when player hovers mouse on top
  1.000000;//death animation speed
  0;//creature can move from area to another
  100.000000;//AI hear range
  100.000000;//AI see range
  4.000000;//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
   1;//death type, 0=any death, 1=timed death, 2=killed by player
    begin_conditions;
     21;//condition number
      2.000000;//condition parameter0
      0.000000;//condition parameter1
     15;//condition
      500.000000;//condition parameter0
      1.000000;//condition parameter1
    end_conditions;
    begin_effects;
     19;//effect number
      2.000000;//parameter1
      0.450000;//parameter2
      1.000000;//parameter3
      0.000000;//parameter4
    end_effects;
  end_death_block
  begin_hit_block
  end_hit_block
  begin_timed_block
   1000;//interval
    begin_conditions;
     1;//condition number
      2.000000;//condition parameter0
      500.000000;//condition parameter1
    end_conditions;
    begin_effects;
     22;//effect number
      3.000000;//condition parameter1
      1000.000000;/condition parameter2
      0.000000;//condition parameter3
      0.000000;//condition parameter4
    end_effects;
  end_timed_block
  begin_specialties
  ;//description
    0;//number
    0.000000;//parameter0
    0.000000;//parameter1
    10.000000;//parameter2
    10.000000;//parameter3
  end_specialties

--------------------
terrain_types.dat entry
Code: Select all
Swamp;//name---------------------------------------
  11;//identifier
  0;//AI avoids this terrain
  0;//do not place on map edges on random selection
  0;//do not place random objects on this terrain
  0.000000;//base light r
  0.000000;//base light g
  0.000000;//base light b
  20000.000000;//footstep particle live time, -1=no footsteps
  -1;//override footstep particle
  none;//override footstep sound
  begin_terrain_frames;
    moss.bmp;//terrain texture
    0.000000;//time to display frame
  end_terrain_frames;
  begin_effects_block;
  The swamp is slowing you down.;//event text
    100.000000;//interval
    1;//run only once 0=no, 1=yes
    begin_conditions;
     26;//condition number
      3.000000;//condition parameter0
      0.000000;//condition parameter1
    end_conditions;
    begin_effects;
      1;//effect number
      100.000000;//parameter1
      -1.000000;//parameter2
      0.500000;//parameter3
      0.000000;//parameter4
    end_effects;
  end_effects_block;

Code: Select all

Bright Green Moss;//name---------------------------------------
  15;//identifier
  0;//AI avoids this terrain
  0;//do not place on map edges on random selection
  0;//do not place random objects on this terrain
  0.000000;//base light r
  0.000000;//base light g
  0.000000;//base light b
  20000.000000;//footstep particle live time, -1=no footsteps
  -1;//override footstep particle
  none;//override footstep sound
  begin_terrain_frames;
    qmoss.jpg;//terrain texture
    0.000000;//time to display frame
  end_terrain_frames;
  begin_effects_block;
  The swamp is slowing you down.;//event text
    100.000000;//interval
    1;//run only once 0=no, 1=yes
    begin_conditions;
     26;//condition number
       3.000000;//condition parameter0
       0.000000;//condition parameter1
    end_conditions;
    begin_effects;
      1;//effect number
      100.000000;//parameter1
      -1.000000;//parameter2
      0.500000;//parameter3
      0.000000;//parameter4
    end_effects;
  end_effects_block;

-------------------------------
sides.dat entries
Code: Select all
Absolutely Neutral;//name
  2;//identifier
  start_hostile_sides
  end_hostile_sides
Absolutely Neutral 3;//name
  3;//identifier
  start_hostile_sides
  end_hostile_sides

-------------------------------
AI_tactic.dat entry
Code: Select all
Always Roam;//tactic name
7;//identifier
  begin_levels;
  10;//anger level size
    1;//action
    0;//parameter0
    0;//can hit enemies
    1;//can eat
  end_levels;


Description
Really fancy random and foolproof plot_object/item/creature spawner. This one spawns healing plants. Can cover large area, locations are random, stops spawning at certain conditions etc. I took many things into account, it works ! It might scare you at first, but believe me, after you get it working it's very convenient.
Directions
Argh, it will be long. It comes from my new mod based on Barebones.Some things I link to might not exist in Default Notrium. It works for me, if it won't for you I'll explain. Read everything carefully and you'll be able to edit until it works.

Lots of pasting - I tried to make sure there are no blank lines etc. If I failed, sorry.

Most obvious thing, you need to either place it in editor, or set the numbers in plot_objects entry right to make it spawn randomly.

3500 (labeled trigger entry parameter1) determines how often, at best, new seeds (creatures) are spawned.
Condition 30 - 2 is max number of seeds at a time, 3 is identifier of seed creature.
Effect 10 - 3 is the identifier of seed creature spawned, 2 is its side (important, Notrium crashes when you asign non-existing side!). -1 are there to assure tactics are default.

creatures.dat entry:
This is the seed creature (identifier 3 ) I was refering to. It roams randomly for certain time, then dies, and if death is from time limit it spawns a healing plant. Plants learned quickly what took Notrium Modders long time - creatures can spread seeds better.

change texture to qamoeba.png if you want to see how it works, actually.
Primary and secondary tactics are set to 7, it is tactic where creature roams no matter what. If you have similar tactic in your AI_tactic.dat you don't have to use mine.
10, die after how many seconds - increase to increase max area covered by seeds.
max speed - increase to increase max area covered by seeds.
0, blood particle - set it to something invisible. You're unlikely to see this, but I saw this once when invisible seed died near me. Barebones doesn't seem to have such fancy features so I'll have to add one myself.
Death block - this is important ! 1, death type - plant is spawned only if seed dies from timed death. With least effort possible I made it so they won't spawn on lava, because seed dies normal death there.
Condition 21 - side must be 2 for plant to be spawned ! Important, this is a workaround for other problem, lack of "distance greater than x from plot object"
Condition 15 - plant is never spawned if player is closer than 500 units.
19, effect - this effect spawns healing plant. 2 is identifier of healing plant in my plot_objects.dat. 0.45 is size of plant spawned, 0.45 is default for healing plant.
Timed block - now's the fun part ! This is the workaround I made for the fact that there's no condition "farther than x from plot object y".
Every 1000 miliseconds, if distance to plot_object identifier 2 is 500 or less, creature's side is changed to 3. For 1000 ms, too. Both sides are absolutely neutral, but there's a spawning requirement that side must be 2 ! Essentially the timed block is the place where you ban seed from being planted in certain conditions. If seed is too close to healing plant, for next 1000 miliseconds it can't spawn.
One of next 0 is visual effect from weapon, I didn't notice it after making seed texture invisible, but assign some invisible hit effect just to be sure. 0 may just work.
You can be creative ! You can ban seeds from being planted on certain terrains, or make it (with condition 8) that there's say 50% chance that seed's side will be changed. This would reduce chance of plant being spawned on that terrain. You can do a lot of fun stuff by tweaking death block conditions and timed block conditions !

terrain_types.dat
Being in perfectionistic mood, I decided that I don't want my seeds affected by swamp and bright green moss. Either overwrite terrain types, or just place the condition there like I did. 3 is the identifier of creature excluded from swamp slowdown.
Sadly, you can't make seeds travel over lava in similar way, because AI WILL AVOID THIS TERRAIN. You can try your luck with STRONG pushing effect if seed is near lava. It might just "float" on the other side of lava lake. But, in such case, remember to disable lava effects for seed creature, AND make it so terrain can't be lava (death block) when spawning.

sides.dat
Side identifier 2 is the side of seed spawned. When seed is on this side, it can be planted by timed death.
Side 3 (named absolutely neutral 3 just to avoid mistaking number with identifier) is just like side 2, except seed can't be planted if it's on this side.
Both should be absolutely neutral, will fight with no one and no one will attack them.

AI_tactic.dat
Tactic 7, default tactic defined for seeds in creatures.dat. As you can see, seed will roam no matter what, no matter the side etc.

Caution: using 1.34 no-prop-collision specialty for seed creatures can work against you. You don't want something spawned in middle of large rock, right ?

Distance from one plant to another is most important mechanism for making sure plants aren't too common. If you use my spawner for creatures, you can use convenient "total amount of creatures in area" condition. You could do the same with plants, too, but that would require spawning "invisible immobile plant fairy" at each plant, and make it die when plant disappears. That way you could limit TOTAL amount of plants in area more precisely. My system is enough for me, so far.

Tweaking hints (redundant):
- for area covered, play with seed creature speed and death sentence time.
- for spawning rate, change plot_object interval (3500 in my file). Also play with spawning condition (spawns it there are less than 2 seeds in whole map area)
- to change distance from one plant to another plant, examine creature's timed block closely. Change minimum distance (default 500) for side change, and, if you want to make it more precise, lower timed block interval and adjust side change time accordingly.

Q:
Why should I use this spawner for creatures ? Creatures can move, right so where's the problem ?

A:
Spawn points may be too predictable. I recall one smartie saying in 1.33 survival hints topic that there's reaper spawn at top of the gorge, so camp it with a turret and you'll have free bodies for healing. He was giving hints 1.33, where there's no reaper spawn in gorge, mind you.
Sorry man, you won't fool this spawner ;]. Reapers would surround you.
Also, this spawner spawn things only where creatures can go. Where player can get them !
Besides, you can play with extra conditions for spawning. Does it ring a bell for you ?


Code written by: B0rsuk
User avatar
B0rsuk
 
Posts: 69
Joined: Sat Jan 22, 2005 1:18 pm

Postby B0rsuk » Sun Feb 13, 2005 1:25 pm

Small, simple, yet very useful item.

Type - Item - Help Screen. Use this for credits, too.

This part goes to items.dat
Code: Select all

Help Screen;//name---------------------------------------
  1;//identifier
  2;//item class
  0.000000;//weight
  Use this item to bring up Help Screen.(Quick Key: o);//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
  qkeycard.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;
  none;//event text
    none;//event failure text
    none;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    U;//use key
    O;//quick key
    begin_conditions;
    end_conditions;
    begin_effects;
     25;//effect number
      2.000000;//parameter1
      0.000000;//parameter2
      0.000000;//parameter3
      0.000000;//parameter4
    end_effects;
  end_effects_block;
  begin_combinations;
  end_combinations;


And this one to animation.dat
Code: Select all
Help Screen;//name-----------------------------------
2;//identifier
plain_back.jpg;//texture
1;//frames
This is the HELP screen (o).;
200;//text_y
0;//start_x
0;//start_y
1024;//end_x
768;//end_y


Description
I was kinda suprised Notrium has no helps screen. So I made one myself :D. It pauses the game and doesn't end it. Just like intro.

Instructions
Simply place these two parts of code where they belong. Make sure effect parameter number from item.dat (2 in this case) matches the number of animation identifier in animation.dat (2 iin this case).
Use as help screen or credits, if you don't want to force player to see them.
You can either place your text in animation.dat, or prepare some fancy image with letters on it. The first way is faster, the second looks better and you can use any font.
Code written by: B0rsuk
User avatar
B0rsuk
 
Posts: 69
Joined: Sat Jan 22, 2005 1:18 pm

Postby slyvena » Tue Feb 22, 2005 12:08 pm

Here is a alien that could be used for test purposes in mods

Alien;//name------------------------------
1;//identifier
1;//visible in start menu
0;//side
13;//start area
journal_alien.dat;//journal text file name
Fast and agile. Uses food faster than humans. Can eat a lot. Cannot use guns. Cannot carry as much as a human, and starts with a weak battery.;//description in start menu
10;//creature number in creatures.dat
1;//start animation number in animation.dat
200;//day length
80;//maximum carry weight
0.6;//climatic temperature change multiplier
ragdoll_alien.png;//rag doll texture
computer.png;//interface texture
begin_weapon_frames;//must contain all weapon classes in order starting from 0
0;//weapon class number
0;//can use the weapon class (0=cannot, 1=can)
creature6.png;texture name
3;//row that contains the 4 weapon frames
15.000000;//weapon_x
23.000000;//weapon_y
1;//weapon class number
0;//can use the weapon class (0=cannot, 1=can)
creature6.png;texture name
2;//row that contains the 4 weapon frames
1.000000;//weapon_x
10.000000;//weapon_y
2;//weapon class number
1;//can use the weapon class (0=cannot, 1=can)
creature6.png;texture name
3;//row that contains the 4 weapon frames
15.000000;//weapon_x
23.000000;//weapon_y
3;//weapon class number
0;//can use the weapon class (0=cannot, 1=can)
creature6.png;texture name
2;//row that contains the 4 weapon frames
1.000000;//weapon_x
10.000000;//weapon_y
4;//weapon class number
0;//can use the weapon class (0=cannot, 1=can)
creature6.png;texture name
2;//row that contains the 4 weapon frames
1.000000;//weapon_x
10.000000;//weapon_y
5;//weapon class number
1;//can use the weapon class (0=cannot, 1=can)
creature6.png;texture name
2;//row that contains the 4 weapon frames
1.000000;//weapon_x
10.000000;//weapon_y
6;//weapon class number
1;//can use the weapon class (0=cannot, 1=can)
creature6.png;texture name
2;//row that contains the 4 weapon frames
1.000000;//weapon_x
10.000000;//weapon_y
7;//weapon class number
1;//can use the weapon class (0=cannot, 1=can)
creature6.png;texture name
2;//row that contains the 4 weapon frames
1.000000;//weapon_x
10.000000;//weapon_y
8;//weapon class number
1;//can use the weapon class (0=cannot, 1=can)
creature6.png;texture name
3;//row that contains the 4 weapon frames
1.000000;//weapon_x
10.000000;//weapon_y
9;//weapon class number
1;//can use the weapon class (0=cannot, 1=can)
creature6.png;texture name
2;//row that contains the 4 weapon frames
1.000000;//weapon_x
10.000000;//weapon_y
10;//weapon class number
1;//can use the weapon class (0=cannot, 1=can)
creature6.png;texture name
2;//row that contains the 4 weapon frames
1.000000;//weapon_x
10.000000;//weapon_y
11;//weapon class number
1;//can use the weapon class (0=cannot, 1=can)
creature6.png;texture name
2;//row that contains the 4 weapon frames
1.000000;//weapon_x
10.000000;//weapon_y
end_weapon_frames;
begin_specialties;
health bar;//description
5;//specialty
0;//difficulty level
none;//message
0.000000;//parameter0
0.000000;//parameter1
130.000000;//parameter2
130.000000;//parameter3
energy bar;//description
5;//specialty
0;//difficulty level
none;//message
1.000000;//parameter0
0.000000;//parameter1
40.000000;//parameter2
40.000000;//parameter3
temperature bar;//description
5;//specialty
1;//difficulty level
none;//message
2.000000;//parameter0
-100.000000;//parameter1
100.000000;//parameter2
0.000000;//parameter3
used subspace radio marker bar;//description
5;//specialty
0;//difficulty level
none;//message
14.000000;//parameter0
0.000000;//parameter1
5.000000;//parameter2
1.000000;//parameter3
used planetoid marker bar;//description
5;//specialty
0;//difficulty level
none;//message
15.000000;//parameter0
0.000000;//parameter1
5.000000;//parameter2
1.000000;//parameter3
armor meter;//description
5;//specialty
0;//difficulty level
none;//message
3.000000;//parameter0
-10.000000;//parameter1
10.000000;//parameter2
1.000000;//parameter3
food meter;//description
5;//specialty
0;//difficulty level
none;//message
4.000000;//parameter0
0.000000;//parameter1
300.000000;//parameter2
200.000000;//parameter3
evolution meter;//description
5;//specialty
0;//difficulty level
none;//message
10.000000;//parameter0
0.000000;//parameter1
1100.000000;//parameter2
0.000000;//parameter3
time distortion bar;//description
5;//specialty
0;//difficulty level
none;//message
11.000000;//parameter0
0.000000;//parameter1
100.000000;//parameter2
0.000000;//parameter3
drain food - easy;//description
7;//specialty
-2;//difficulty level
none;//message
4;//parameter0
0.0;//parameter1
4;//parameter2
-0.6;//parameter3
drain food - medium and hard;//description
7;//specialty
1;//difficulty level
none;//message
4;//parameter0
0.0;//parameter1
4;//parameter2
-1.2;//parameter3
drain food fast if over max;//description
7;//specialty
0;//difficulty level
none;//message
4;//parameter0
1.01;//parameter1
4;//parameter2
-10;//parameter3
drain health if food too low;//description
6;//specialty
0;//difficulty level
You are starving!;//message
4;//parameter0
0.01;//parameter1
0;//parameter2
-0.8;//parameter3
drain health if health too high;//description
7;//specialty
0;//difficulty level
none;//message
0;//parameter0
1.01;//parameter1
0;//parameter2
-5;//parameter3
drain health faster if health too high;//description
7;//specialty
0;//difficulty level
none;//message
0;//parameter0
1.25;//parameter1
0;//parameter2
-5;//parameter3
drain battery if battery too high;//description
7;//specialty
0;//difficulty level
none;//message
1;//parameter0
1.01;//parameter1
1;//parameter2
-2;//parameter3
drain health if temperature too high;//description
7;//specialty
1;//difficulty level
You are having a heat stroke! Find shade under a tree.;//message
2;//parameter0
0.9;//parameter1
0;//parameter2
-1.4;//parameter3
drain health if temperature too low;//description
6;//specialty
1;//difficulty level
You are freezing! Find warmth.;//message
2;//parameter0
0.1;//parameter1
0;//parameter2
-1.4;//parameter3
decrease time distortion bar;//description bookmark
7;//specialty
0;//difficulty level
none;//message
11;//parameter0
0;//parameter1
11;//parameter2
-20;//parameter3
Start with Alien Claws;//description
3;//specialty
0;//difficulty level
none;//message
62;//parameter0
1;//parameter1
0;//parameter2
0;//parameter3
Cannot drop Alien Items;//description
0;//specialty
0;//difficulty level
none;//message
3;//parameter0
0;//parameter1
0;//parameter2
0;//parameter3
Start with pick up;//description
3;//specialty
0;//difficulty level
none;//message
197;//parameter0
1;//parameter1
0;//parameter2
0;//parameter3
cannot drop pick up;//description
4;//specialty
0;//difficulty level
none;//message
197;//parameter0
0;//parameter1
0;//parameter2
0;//parameter3
Right Hand Slot;//description
2;//specialty
0;//difficulty level
slot.png;//message
0;//parameter0
-5;//parameter1
100;//parameter2
0;//parameter3
Left Hand Slot;//description
2;//specialty
0;//difficulty level
slot.png;//message
1;//parameter0
195;//parameter1
100;//parameter2
0;//parameter3
Body Slot;//description
2;//specialty
0;//difficulty level
slot.png;//message
2;//parameter0
95;//parameter1
60;//parameter2
0;//parameter3
Feet Slot;//description
2;//specialty
0;//difficulty level
slot.png;//message
3;//parameter0
95;//parameter1
200;//parameter2
0;//parameter3
Head Slot;//description
2;//specialty
0;//difficulty level
slot.png;//message
4;//parameter0
95;//parameter1
-60;//parameter2
0;//parameter3
end_specialties;
begin_disabled_endings;
4;
end_disabled_endings;
begin_disabled_item_classes;
4;
Exclusive to Android.;//message
5;
Exclusive to Psionic.;//message
7;
Exclusive to Humans and Androids.;//message


Happy modding!!!
User avatar
slyvena
 
Posts: 47
Joined: Sat Nov 20, 2004 1:07 am

Postby Inane » Sun Dec 18, 2005 2:04 am

Okay, since I like the idea of this thread, I shall revive it!
Type: Incomplete enemy
With:
How to make a creature have energy based weapons! (And to have the energy recharge)
Added commentary

To add an energy bar put this in specalties:
Code: Select all
  ;
    0;//number
    1.000000;//parameter0
    -2.000000;//parameter1
    60.000000;//parameter2
    30.000000;//parameter3

Since this is shorter, I won't bother adding a buncha extra commentary, and explain here how this works:
the 0 specialty makes a bar for the creature. Par0 chooses what bar from bar.dat to use. Par1 is the minimum, it's -2 so it won't die from firing. Par2 is the maximum. and Par3 is the starting ammount.

To make the creature recharge energy (If there are other timed block units, just copy everything between the block start and end):
Code: Select all
  begin_timed_block
    300;//interval in milliseconds
    begin_conditions;
      3;//req
      1;//Energy bar
      15;//Required energy for this to work
    end_conditions;
    begin_effects;
      53;//effect 53 recharges a bar over parameter 4
      2.000000;//This is how much to recharge
      -1.000000;//par2 This makes the creature not glow or anything
      1.000000;//par3 This is what bar to use, in this case, energy
      300.000000;//parameter4
    end_effects;
    300;//interval in milliseconds
    begin_conditions;
      5;//req - This is to regulate the recharging too fast
      1;//bar
      15;//Bar ammount required
    end_conditions;
    begin_effects;
      53;//effect number - Same as last effects
      0.700000;//parameter1
      -1.000000;//parameter2
      1.000000;//parameter3
      300.000000;//parameter4
    end_effects;
  end_timed_block



All you have to do other than that is edit the energy ammounts and some minor tweaking to stuff like how much energy it has and recharges. And make sure to have the weapon be an energy weapon, or it won't work.

If you want the ammount of energy left visible, set visible bars up to 2 rather than 1.
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Inane
 
Posts: 148
Joined: Sun Jan 02, 2005 11:09 am

Postby Sherimital » Sun Jan 15, 2006 7:05 am

Type: Multiple (realistic muzzle flash for a gun)

In light.dat:
Code: Select all
Gunblast;//name-------
  3;//identifier
  light1.png;//texture
  1;//type, 0=flashlight, 1=omni
  0;//pulse speed
  1;//red color component
  1;//green color component
  0.9;//blue color component
  0.5;//alpha color component
  1.0;//light intensity
  -1;//flash particle (-1=nothing)
    0;//flashing speed
    0;//particle life time


In particles.dat:
Code: Select all
Yellow Spark;//name
  10;//identifier
  particle.png;//texture
  15;//size
  1;//red color component
  1;//green color component
  0;//blue color component
  1;//alpha component
  1;//shrink size
  0;//can be rotated (faster if not)
  -1;//change into another particle when hits ground
  1;//blending type (0=normal, 1=light)
White Spark;//name
  11;//identifier
  particle.png;//texture
  15;//size
  1;//red color component
  1;//green color component
  1;//blue color component
  1;//alpha component
  1;//shrink size
  0;//can be rotated (faster if not)
  -1;//change into another particle when hits ground
  1;//blending type (0=normal, 1=light)
Smoke;//name
  15;//identifier
  particle.png;//texture
  25;//size
  0.5;//red color component
  0.5;//green color component
  0.5;//blue color component
  0.2;//alpha component
  1;//shrink size
  0;//can be rotated (faster if not)
  -1;//change into another particle when hits ground
  0;//blending type (0=normal, 1=light)


In weapons.dat:
Code: Select all
Muzzle Fire PPH;//name---------------------------------------
  10;//identifier
  0;//class
  bullet0.png;//bullet texture
  1;//bullets at one shot
  0;//stop at hit 0=stop where hit, 1=don't stop
  0.000000;//bullet size
  0.500000;//spread
  0.140000;//bullet speed
  50.000000;//time until bullet disappears
  500;//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
  none;//hit effect sound
  0.000000;//push target back
  0.000000;//push shooter back
  none;//fire sound
  none;//hit sound
  0.000000;//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;
  end_hit_effects;
Big Muzzle Fire PPH;//name------(alternate, for really big guns)
  11;//identifier
  0;//class
  bullet0.png;//bullet texture
  1;//bullets at one shot
  0;//stop at hit 0=stop where hit, 1=don't stop
  0.000000;//bullet size
  0.500000;//spread
  0.300000;//bullet speed
  100.000000;//time until bullet disappears
  500;//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
  none;//hit effect sound
  0.000000;//push target back
  0.000000;//push shooter back
  none;//fire sound
  none;//hit sound
  0.000000;//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;
  end_hit_effects;
Muzzle Smoke PPH;//name---------------------------------------
  15;//identifier
  0;//class
  bullet0.png;//bullet texture
  1;//bullets at one shot
  0;//stop at hit 0=stop where hit, 1=don't stop
  0.000000;//bullet size
  0.800000;//spread
  0.015000;//bullet speed
  2000.000000;//time until bullet disappears
  500;//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
  none;//hit effect sound
  0.000000;//push target back
  0.000000;//push shooter back
  none;//fire sound
  none;//hit sound
  0.000000;//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;
  end_hit_effects;


Lastly, add to your weapon's effects:
Code: Select all
    27;//effect number
      3.000000;//parameter1
      50.000000;//parameter2
      0.500000;//parameter3
      0.550000;//parameter4
    26;//effect number
      10.000000;//parameter1
      2.000000;//parameter2     amount of yellow in flash
      10.000000;//parameter3
      0.000000;//parameter4
    26;//effect number
      11.000000;//parameter1
      4.000000;//parameter2     amount of white in flash
      10.000000;//parameter3
      0.000000;//parameter4
    26;//effect number
      15.000000;//parameter1
      3.000000;//parameter2     amount of smoke
      15.000000;//parameter3
      0.000000;//parameter4



Descripion: Will give a weapon a realistic (well... action-movie realistic) muzzle flash when it fires, including light, flash, and smoke.

Directions: Copy and paste code into apropriate sections. Make sure that there's no identifier overlap!!
Also, consider playing with the number of smoke particles, as a rapid-fire gun will make ugly amounts of smoke when set to 3.

Code written by: Sherimital



PS) This must be the longest damn forum page I've _ever_seen_.
Last edited by Sherimital on Mon Jan 16, 2006 10:57 am, edited 2 times in total.
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Sherimital
 
Posts: 22
Joined: Sat Jan 14, 2006 11:37 am

Postby MageKing17 » Sun Jan 15, 2006 12:28 pm

Hmm, I need to hunt down the Bacon Ray code I wrote once for Grimsy.

And I think I'll take a look at that muzzle flash, could be interesting...

Ah, here it is.

I sent this to Grimsy in a PM.

Remember to fix identifiers and graphics, as well as the sound effect.

Code: Select all

NOTE: THIS ASSUMES YOU ARE USING DEFAULT NOTRIUM. IF YOU ARE NOT, MODIFY IDENTIFIERS ACCORDINGLY.

For creatures.dat:

Pig;//name---------------------------------------
  96;//identifier
  0;//class
  ANY_CREATURE_WITH_A_DEATH_ANIMATION_INVOLVING_BACON.png;//texture
  1;//draw layer
  210;//corpse item number in items.dat, -1=nothing, -2=whole corpse vanishes when dead
  1;//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
  3;//footstep particle from particles.dat
  .01;//die after how many seconds, 0=doesn't die
  -1;//eat item number from items.dat, -1=nothing
  1.000000;//creature size
  1.000000;//creature weight (affects pushing)
  0.000000;//maximum movement speed
  0.000000;//minimum movement speed
  1.000000;//leg animation speed
  1.000000;//turn speed
  1.000000;//inertia level (acceleration/deceleration)
  1;//hide when behind walls
  0;//weapon number
  0.000000;//weapon_x
  0.000000;//weapon_y
  0;//blood particle
  0;//bars visible when player hovers mouse on top
  10.000000;//death animation speed
  1;//creature can move from area to another
  1000.000000;//AI hear range
  500.000000;//AI see range
  4.000000;//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
  end_timed_block
  begin_specialties
  ;//description
    0;//number
    0.000000;//parameter0
    0.000000;//parameter1
    100.000000;//parameter2
    100.000000;//parameter3
  end_specialties


For items.dat

Bacon;//name---------------------------------------
  210;//identifier
  1;//item class
  4.000000;//weight
  Tasty bacon!;//short description
  Hmm. The creature appears to have turned into bacon.;//first pick up text
  0.400000;//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
  BACON.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;
  Yummy!;//event text
    You are already full.;//event failure text
    use.wav;//sound, none for nothing
    1;//vanishes after event, 0=no, 1=yes
    U;//use key
    -1;//quick key
    begin_conditions;
    end_conditions;
    begin_effects;
      4;//effect number
      30.000000;//parameter1
      0.000000;//parameter2
      4.000000;//parameter3
      0.000000;//parameter4
    end_effects;
  end_effects_block;
  begin_combinations;
  end_combinations;
Bacon Ray(tm);//name---------------------------------------
  211;//identifier
  7;//item class
  9.000000;//weight
  IT'S THE BACON RAY(tm)!.;//short description
  none;//first pick up text
  0.400000;//size on map
  1;//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
  BACONRAY.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;
    0;//wield slot number
  end_wield_slots;
  begin_effects_block;
  Let's fry something!;//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;
      9;//effect number
      83.000000;//parameter1
      0.000000;//parameter2
      0.000000;//parameter3
      0.000000;//parameter4
    end_effects;
  end_effects_block;
  begin_combinations;
  end_combinations;


For weapons.dat:

Bacon Ray(tm);//name---------------------------------------
  83;//identifier
  0;//class
  bullet0.png;//bullet texture
  1;//bullets at one shot
  0;//stop at hit 0=stop where hit, 1=don't stop
  0.000000;//bullet size
  0.000000;//spread
  1.000000;//bullet speed
  10.000000;//time until bullet disappears
  100;//fire rate
  1;//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
  -1;//hit visual effect particle, -1=nothing, 0=>particle from particles.dat
  none;//hit effect sound
  1.000000;//push target back
  0.000000;//push shooter back
  gun0.wav;//fire sound
  BACON_ZAP.wav;//hit sound
  1.000000;//AI hear volume, the amount of anger the AI gets when it hears the weapon
  begin_wield_conditions;
    3;//condition
      1.000000;//condition parameter0
      2.500000;//condition parameter1
  end_wield_conditions;
  begin_fire_effects;
    4;//effect number
      -2.500000;//parameter1
      0.000000;//parameter2
      1.000000;//parameter3
      0.000000;//parameter4
  end_fire_effects;
  begin_hit_effects;
    15;//effect number
      96.000000;//parameter1
      -1.000000;//parameter2
      0.000000;//parameter3
      0.000000;//parameter4
  end_hit_effects;
User avatar
MageKing17
Moderator
 
Posts: 1919
Joined: Thu Jul 08, 2004 10:25 pm

Postby Redemption » Fri May 26, 2006 12:39 pm

Type = Item
Code: Select all
Steal . . . ;//name---------------------------------------
  212;//identifier
  0;//item class
  0.000000;//weight
  Take enemies over.;//short description
  he he he . . .;//first pick up text
  0.350000;//size on map
  2;//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
  charger.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;
  He He He . . .;//event text
    Damn!;//event failure text
    use.wav;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    U;//use key
    2;//quick key
    begin_conditions;
    end_conditions;
    begin_effects;
65;//effect number
      83.000000;//parameter1
      1.000000;//parameter2
      1.000000;//parameter3
      0.000000;//parameter4
    50;//effect number
      1.000000;//parameter1
      0.000000;//parameter2
      50.000000;//parameter3
      -2.000000;//parameter4
    end_effects;
  oh...;//event text
    Damn!;//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;
    49;//effect number
      -1.000000;//parameter1
      0.000000;//parameter2
      -1.000000;//parameter3
      0.000000;//parameter4
    end_effects;
  cool ! ;//event text
    Damn!;//event failure text
    use.wav;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    U;//use key
    3;//quick key
    begin_conditions;
    end_conditions;
    begin_effects;
65;//effect number
      84.000000;//parameter1
      1.000000;//parameter2
      1.000000;//parameter3
      0.000000;//parameter4
    50;//effect number
      1.000000;//parameter1
      0.000000;//parameter2
      500.000000;//parameter3
      -2.000000;//parameter4
    end_effects;
  Boom headshot! ;//event text
    Damn!;//event failure text
    use.wav;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    U;//use key
    4;//quick key
    begin_conditions;
    end_conditions;
    begin_effects;
65;//effect number
      85.000000;//parameter1
      1.000000;//parameter2
      1.000000;//parameter3
      0.000000;//parameter4
    end_effects;
  Betrayal...;//event text
    Damn!;//event failure text
    use.wav;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    U;//use key
    5;//quick key
    begin_conditions;
    end_conditions;
    begin_effects;
65;//effect number
      86.000000;//parameter1
      1.000000;//parameter2
      1.000000;//parameter3
      0.000000;//parameter4
    end_effects;
  end_effects_block;
  begin_combinations;
  end_combinations;


Neccesary weapons
Code: Select all
Take over;//name---------------------------------------
  83;//identifier
  1;//class
  qbullet.png;//bullet texture
  1;//bullets at one shot
  0;//stop at hit 0=stop where hit, 1=don't stop
  1.500000;//bullet size
  0.00000;//spread
  69.400000;//bullet speed
  500.000000;//time until bullet disappears
  350;//fire rate
  5;//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
  none;//hit effect sound
  0.300000;//push target back
  0.000000;//push shooter back
  ballistic2.wav;//fire sound
  bimpact.wav;//hit sound
  0.000000;//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;
    49;//effect number
      0.000000;//parameter1
      0.000000;//parameter2
      -1.000000;//parameter3
      -0.000000;//parameter4
    50;//effect number
      1.000000;//parameter1
      0.000000;//parameter2
      500.000000;//parameter3
      -1.000000;//parameter4
  end_hit_effects;
Take over2;//name---------------------------------------
  84;//identifier
  1;//class
  qbullet.png;//bullet texture
  1;//bullets at one shot
  0;//stop at hit 0=stop where hit, 1=don't stop
  1.500000;//bullet size
  0.00000;//spread
  69.400000;//bullet speed
  500.000000;//time until bullet disappears
  350;//fire rate
  5;//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
  none;//hit effect sound
  0.000000;//push target back
  0.000000;//push shooter back
  ballistic2.wav;//fire sound
  bimpact.wav;//hit sound
  0.000000;//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;
    49;//effect number
      0.000000;//parameter1
      0.000000;//parameter2
      -1.000000;//parameter3
      -0.000000;//parameter4
  end_hit_effects;
Kill;//name---------------------------------------
  85;//identifier
  1;//class
  qbullet.png;//bullet texture
  1;//bullets at one shot
  0;//stop at hit 0=stop where hit, 1=don't stop
  1.500000;//bullet size
  0.00000;//spread
  69.400000;//bullet speed
  500.000000;//time until bullet disappears
  350;//fire rate
  5;//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
  none;//hit effect sound
  0.000000;//push target back
  0.000000;//push shooter back
  ballistic2.wav;//fire sound
  bimpact.wav;//hit sound
  0.000000;//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;
    31;//effect number
      0.000000;//parameter1
      0.000000;//parameter2
      -1.000000;//parameter3
      -0.000000;//parameter4
  end_hit_effects;
Side Change;//name---------------------------------------
  86;//identifier
  1;//class
  qbullet.png;//bullet texture
  1;//bullets at one shot
  0;//stop at hit 0=stop where hit, 1=don't stop
  1.500000;//bullet size
  0.00000;//spread
  69.400000;//bullet speed
  500.000000;//time until bullet disappears
  350;//fire rate
  5;//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
  none;//hit effect sound
  0.000000;//push target back
  0.000000;//push shooter back
  ballistic2.wav;//fire sound
  bimpact.wav;//hit sound
  0.000000;//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;
    22;//effect number
      14.000000;//parameter1
      -1.000000;//parameter2
      5.000000;//parameter3
      -0.000000;//parameter4
  end_hit_effects;


in player_races specialities
Code: Select all
  Start with Steal;//description
  3;//specialty
    0;//difficulty level
    none;//message
    212;//parameter0
    1;//parameter1
    0;//parameter2
    0;//parameter3


Desciption: Take control of enemies.
Directions: Copy and paste into neccesary .dat files, press 1 to attach camera to yourself, press 2 to attach camera to nearest enemy, 3 to attach camera to nearest enemy and take control of them, 4 to kill closest enemy, 5 to change team of nearest enemy.
Code written by: Redemption
User avatar
Redemption
 
Posts: 311
Joined: Mon Apr 10, 2006 9:12 am

Postby Redemption » Sat Jun 24, 2006 1:24 am

Type: Script

In scripts.dat:
Code: Select all
Shake light;//name
  1;//identifier
  1;//run without calling (set to 0 if you use the script for example as a wield script)
  1;//call position, 0=player location, 1=mouse location
  0;//calling creature 0=player, 1=creature nearest to the mouse, 2=player controlled creature
  3;//run every n milliseconds
  light aiming loss;//message
    0;//message type, 0=quick message, 1=journal
  none;//sound, none for nothing
  0;//delay script for n seconds after conditions met
  0;//disabled after first use, 0=no, 1=yes
  begin_conditions;
   24;//condition
      3.000000;//condition parameter0
      18.000000;//condition parameter1
  end_conditions;
  begin_effects;
    33;//effect number
      1.000000;//parameter1
      1.000000;//parameter2
      40.000000;//parameter3
      0.000000;//parameter4
  end_effects;
Fire Drain Shake;//name
  2;//identifier
  1;//run without calling (set to 0 if you use the script for example as a wield script)
  0;//call position, 0=player location, 1=mouse location
  0;//calling creature 0=player, 1=creature nearest to the mouse, 2=player controlled creature
  20;//run every n milliseconds
  none;//message
    0;//message type, 0=quick message, 1=journal
  none;//sound, none for nothing
  0;//delay script for n seconds after conditions met
  0;//disabled after first use, 0=no, 1=yes
  begin_conditions;
    24;//condition
      3.000000;//condition parameter0
      1.000000;//condition parameter1
  end_conditions;
  begin_effects;
    24;//effect number
      7.000000;//parameter1
      1.000000;//parameter2
      0.000000;//parameter3
      0.000000;//parameter4
  end_effects;
Shake small;//name
  3;//identifier
  1;//run without calling (set to 0 if you use the script for example as a wield script)
  1;//call position, 0=player location, 1=mouse location
  0;//calling creature 0=player, 1=creature nearest to the mouse, 2=player controlled creature
  3;//run every n milliseconds
  small aiming loss;//message
    0;//message type, 0=quick message, 1=journal
  none;//sound, none for nothing
  0;//delay script for n seconds after conditions met
  0;//disabled after first use, 0=no, 1=yes
  begin_conditions;
   24;//condition
      3.000000;//condition parameter0
      30.000000;//condition parameter1
  end_conditions;
  begin_effects;
    33;//effect number
      2.000000;//parameter1
      1.500000;//parameter2
      30.000000;//parameter3
      0.000000;//parameter4
  end_effects;
Shake Medium;//name
  4;//identifier
  1;//run without calling (set to 0 if you use the script for example as a wield script)
  1;//call position, 0=player location, 1=mouse location
  0;//calling creature 0=player, 1=creature nearest to the mouse, 2=player controlled creature
  3;//run every n milliseconds
  Medium aiming loss;//message
    0;//message type, 0=quick message, 1=journal
  none;//sound, none for nothing
  0;//delay script for n seconds after conditions met
  0;//disabled after first use, 0=no, 1=yes
  begin_conditions;
   24;//condition
      3.000000;//condition parameter0
      50.000000;//condition parameter1
  end_conditions;
  begin_effects;
    33;//effect number
      4.000000;//parameter1
      1.500000;//parameter2
      40.000000;//parameter3
      0.000000;//parameter4
  end_effects;
Shake A Lot;//name
  5;//identifier
  1;//run without calling (set to 0 if you use the script for example as a wield script)
  1;//call position, 0=player location, 1=mouse location
  0;//calling creature 0=player, 1=creature nearest to the mouse, 2=player controlled creature
  3;//run every n milliseconds
  Heavy aiming loss;//message
    0;//message type, 0=quick message, 1=journal
  none;//sound, none for nothing
  0;//delay script for n seconds after conditions met
  0;//disabled after first use, 0=no, 1=yes
  begin_conditions;
   24;//condition
      3.000000;//condition parameter0
      75.000000;//condition parameter1
  end_conditions;
  begin_effects;
    33;//effect number
      8.000000;//parameter1
      1.500000;//parameter2
      50.000000;//parameter3
      0.000000;//parameter4
  end_effects;


In bars.dat:
Code: Select all
Shake;//name
  3;//identifier
  0;//bar type, 0=normal, 1=show body temperature, 2=show number of items parameter0, 3=show wielded weapon ammo, 4=show armor, 5=show carry weight, 6=show seconds from game start
    0;//parameter0
  1;//visible (only applicable for player's bars)
  1;//visible on enemies
    1;//show number
    3;//anchor point (0=left top, 1=right top, 2=left bottom, 3=right bottom)
    -250;//location x, pixels from anchor point
    -50;//location y, pixels from anchor point
    bar.png;//bar picture
    none;//background picture
    0;//background picture x offset
    0;//background picture y offset
    0;//background picture width
    0;//background picture height
    1;//height   
    -75;//length in pixels for maximum (negative = bar increases to left)
    3;//red color component for minimum
    2;//green color component for minimum
    1;//blue color component for minimum
    1;//red color component for maximum
    2;//green color component for maximum
    3;//blue color component for maximum


And under every player weapon:
Code: Select all
    4;//effect number
      10.700000;//parameter1  ---- amount of shake weapon makes
      1.000000;//parameter2
      3.000000;//parameter3
      0.000000;//parameter4


Description:
When player fires weapons the mouse will shake.

Directions:
Copy and paste into the specified .dat files, make sure you change identifiers.

Code written by Redemption.
User avatar
Redemption
 
Posts: 311
Joined: Mon Apr 10, 2006 9:12 am

Postby Redemption » Tue Jul 18, 2006 6:29 am

I might start posting here every fortnight...

Type: Particle effect
Code: Select all
Blood;//name
  0;//identifier
  gore.png;//texture   
  24;//size
  1;//red color component
  0;//green color component
  0;//blue color component
  1;//alpha component
  1;//gets smaller by time
  0;//can be rotated (faster if not)
  1;//change into another particle when hits ground
  0;//blending type (0=normal, 1=light)

Blood Splat;//name
  1;//identifier
  splat.png;//texture
  17;//size
  1;//red color component
  0;//green color component
  0;//blue color component
  1;//alpha component
  0;//gets smaller by time
  0;//can be rotated (faster if not)
  -1;//change into another particle when hits ground   -------Change into '1' for bloodsplat to stay
  0;//blending type (0=normal, 1=light)


Description: Gore effect.
Directions: Copy and paste into particles.dat, You need a gore texture and a bloodsplat texture.
User avatar
Redemption
 
Posts: 311
Joined: Mon Apr 10, 2006 9:12 am

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