The Notrium Modding Library

Postby Redemption » Sat Aug 05, 2006 7:41 am

Type: Weapon

Weapons.dat
Code: Select all
Rocket Launcher;//name---------------------------------------
  10;//identifier
  4;//class
  qfbullet.png;//bullet texture
  0;//bullets at one shot
  0;//stop at hit 0=stop where hit, 1=don't stop
  3.900000;//bullet size
  0.002000;//spread
  0.900000;//bullet speed
  500.000000;//time until bullet disappears
  600;//fire rate
  2;//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
  -0.011000;//push shooter back
  ballistic.wav;//fire sound
  explode.wav;//hit sound
  0.300000;//AI hear volume, the amount of anger the AI gets when it hears the weapon
  begin_wield_conditions;
    24;//condition
      6.000000;//condition parameter0
      1.000000;//condition parameter1
  end_wield_conditions;
  begin_fire_effects;
    10;//effect number
      8.000000;//parameter1
      4.000000;//parameter2
      -1.000000;//parameter3
      -1.000000;//parameter4
    4;//effect number
      15.400000;//parameter1
      1.000000;//parameter2
      3.000000;//parameter3
      0.000000;//parameter4
    44;//effect number
      -1.000000;//parameter1
      1.000000;//parameter2
      6.000000;//parameter3
      0.000000;//parameter4
  end_fire_effects;
  begin_hit_effects;
  end_hit_effects;


Code: Select all
Rocket Explode;//name---------------------------------------
  16;//identifier
  0;//class
  plasma.png;//bullet texture
  55;//bullets at one shot
  1;//stop at hit 0=stop where hit, 1=don't stop
  4.500000;//bullet size
  8.000000;//spread
  0.800000;//bullet speed
  140.000000;//time until bullet disappears
  10000000;//fire rate
  2;//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
  0.03000;//push target back
  0.000000;//push shooter back
  explode.wav;//fire sound
  claws0.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;
    31;//effect number
      -4.44000;//parameter1
      0.000000;//parameter2
      0.000000;//parameter3
      0.000000;//parameter4
  end_fire_effects;
  begin_hit_effects;
    4;//effect number
      -4.02000;//parameter1
      0.000000;//parameter2
      0.000000;//parameter3
      0.000000;//parameter4
    26;//effect number
      0.000;//parameter1
      3.000000;//parameter2
      16.000000;//parameter3
      0.000000;//parameter4
    26;//effect number
      0.000;//parameter1
      3.000000;//parameter2
      17.000000;//parameter3
      0.000000;//parameter4
    26;//effect number
      0.000;//parameter1
      3.000000;//parameter2
      18.000000;//parameter3
      0.000000;//parameter4
  end_hit_effects;


Code: Select all
Take outSuicide;//name---------------------------------------               Suicide (kills when fired) [With damage]
  17;//identifier
  0;//class
  invis.png;//bullet texture
  1;//bullets at one shot
  1;//stop at hit 0=stop where hit, 1=don't stop
  4.500000;//bullet size
  0.100000;//spread
  0.600000;//bullet speed
  50.000000;//time until bullet disappears
  10;//fire rate
  2;//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
  0.03000;//push target back
  0.000000;//push shooter back
  explode.wav;//fire sound
  claws0.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;
    31;//effect number
      -4.44000;//parameter1
      0.000000;//parameter2
      0.000000;//parameter3
      0.000000;//parameter4
  end_fire_effects;
  begin_hit_effects;
    4;//effect number
      -9.800000;//parameter1
      0.000000;//parameter2
      0.000000;//parameter3
      0.000000;//parameter4
  end_hit_effects;


creatures.dat
Code: Select all
Player rocket;//name---------------------------------------
  8;//identifier
  2;//class
  creature_missile.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
  -1;//footstep particle from particles.dat
  2;//die after how many seconds, 0=doesn't die
  -1;//eat item number from items.dat, -1=nothing
  0.90000;//creature size
  0.100000;//creature weight (affects pushing)
  2.30000;//maximum movement speed
  2.300000;//minimum movement speed
  0.900000;//leg animation speed
  0.020000;//turn speed
  0.400000;//inertia level (acceleration/deceleration)
  0;//hide when behind walls
      17;//weapon number
       0.000000;//weapon_x
      0.000000;//weapon_y
  2;//blood particle
  0;//bars visible when player hovers mouse on top
  1.20000;//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
    grunt0.wav;//sample name
    grunt1.wav;//sample name
    grunt2.wav;//sample name
  end_hit_sounds
  begin_die_sounds
    grunt0.wav;//sample name
    grunt1.wav;//sample name
    grunt2.wav;//sample name
  end_die_sounds
  begin_eat_block
  end_eat_block
  begin_death_block
    0;//death type, 0=any death, 1=timed death, 2=killed by player
    begin_conditions;
    end_conditions;
    begin_effects;
     24;//effect number
      16.000000;//parameter1
      1.000000;//parameter2
      0.000000;//parameter3
      0.000000;//parameter4
    end_effects;
  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
    105.0000;//parameter2
    105.0000;//parameter3
  Fire;//description
    2;//number
    10.000000;//parameter0
    0.250000;//parameter1
    1.000000;//parameter2
    1.000000;//parameter3
  end_specialties


Description: Rocket Launcher with splash damage.

Directions: Copy and paste into weapons/creature.dat and change identifiers.

Code Written by: Redemption.
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Postby MageKing17 » Sun Aug 06, 2006 4:37 am

From what I can tell, that looks needlessly complicated. Couldn't it be done with two weapons, rather than three?
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Postby Redemption » Sun Aug 06, 2006 5:00 am

All the weapons are needed.

The first drops the rocket creature.
The second is the rockets explosion.
The third makes the rocket explode close to the enemy.
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Postby MageKing17 » Wed Aug 16, 2006 7:21 pm

Redemption wrote:All the weapons are needed.

The first drops the rocket creature.
The second is the rockets explosion.
The third makes the rocket explode close to the enemy.

The second and third can be combined into one.
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Postby Redemption » Thu Aug 17, 2006 8:17 am

Yes, but then the rocket would explode farther away from the enemy, causing less damage.
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Postby MageKing17 » Thu Aug 17, 2006 5:48 pm

No, it wouldn't. Look, I'm telling you, you only need two weapons, because that's all anyone else ever needed to do a moving projectile.
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Postby Redemption » Fri Aug 18, 2006 8:24 am

It would cause much less damage because the 'Take out suicide" Causes increased damage when it hits and 'Rocket explode" works the same way as the shotgun, the closer you are the more bullets you take, causing less damage.

Oh, and for my next installment I need a way to create a small delay between executing one effect and the next. There is another way I could do this but it would cause a lot of clutter in the script.
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Postby Redemption » Thu Sep 28, 2006 8:34 am

It's been too long, so I'm going to do this.

The script might be very long & cluttered but I think thats the way it has to be.

It's gonna be a weapon by the way.
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Postby Redemption » Fri Sep 29, 2006 12:47 pm

Type: Weapon

The Weapons:

In weapons.dat:
Code: Select all
Sword;//name---------------------------------------                                                      De Sword
  37;//identifier
  8;//class
  particle.png;//bullet texture
  1;//bullets at one shot
  0;//stop at hit 0=stop where hit, 1=don't stop
  1.00000;//bullet size
  0.00000;//spread
  1.00000;//bullet speed
  0.000000;//time until bullet disappears
  700;//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
  -0.0000;//push target back
  0.000000;//push shooter back
  claws0.wav;//fire sound
  claws0_hit.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;
    29;//effect number
      38.0000;//parameter1
      1.000000;//parameter2
      0.000000;//parameter3
      0.000000;//parameter4
  end_fire_effects;
  begin_hit_effects;
  end_hit_effects;
Sword hit;//name---------------------------------------                                                      De Sword's Hit attack
  38;//identifier
  6;//class
  particle.png;//bullet texture
  1;//bullets at one shot
  1;//stop at hit 0=stop where hit, 1=don't stop
  1.00000;//bullet size
  0.00000;//spread
  1.00000;//bullet speed
  30.000000;//time until bullet disappears
  10;//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
  -0.0000;//push target back
  0.000000;//push shooter back
  claws0.wav;//fire sound
  claws0_hit.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;
    4;//effect number
      -2.000000;//parameter1
      1.000000;//parameter2
      0.000000;//parameter3
      0.000000;//parameter4
  end_hit_effects;


Now for the Swordentifier:

In bars.dat:
Code: Select all
Swordentifier;//name
  11;//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)
  0;//visible on enemies
    1;//show number
    0;//anchor point (0=left top, 1=right top, 2=left bottom, 3=right bottom)
    1;//location x, pixels from anchor point
    1;//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
    12;//height   
    10;//length in pixels for maximum (negative = bar increases to left)
    1.0;//red color component for minimum
    0.0;//green color component for minimum
    0.0;//blue color component for minimum
    0.1;//red color component for maximum
    0.0;//green color component for maximum
    0.0;//blue color component for maximum


So you have the bar:

In player_races.dat:
Code: Select all
Sword bar;//description
  5;//specialty
    0;//difficulty level
    none;//message
    11.000000;//parameter0
    0.000000;//parameter1
    5.000000;//parameter2
    0.000000;//parameter3


And for the actual effect:

In scripts.dat:
Code: Select all
Sword;//name
  38;//identifier
  0;//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
  3;//run every n milliseconds
  ;//message
    0;//message type, 0=quick message, 1=journal
  none;//sound, none for nothing
  5;//delay script for n seconds after conditions met
  0;//disabled after first use, 0=no, 1=yes
  begin_conditions;
      25;//use condition number
      11.000000;//use condition parameter0
      1.000000;//use condition parameter1
  end_conditions;
  begin_effects;
    17;//effect number
      5.000000;//parameter1
      0.000000;//parameter2
      11.000000;//parameter3
      0.000000;//parameter4
    24;//effect number
      38.000000;//parameter1
      1.000000;//parameter2
      3.000000;//parameter3
      0.550000;//parameter4
  end_effects;
Drain Swordentifier;//name
  39;//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
  60;//run every n milliseconds
  ;//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;
  end_conditions;
  begin_effects;
    44;//effect number
      -1.000000;//parameter1
      1.000000;//parameter2
      11.000000;//parameter3
      0.000000;//parameter4
  end_effects;
Sword swing 2;//name
  40;//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
  3;//run every n milliseconds
  ;//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;
      38;//use condition number
      11.000000;//use condition parameter0
      4.000000;//use condition parameter1
  end_conditions;
  begin_effects;
    24;//effect number
      38.000000;//parameter1
      1.000000;//parameter2
      3.000000;//parameter3
      0.300000;//parameter4
  end_effects;
Sword swing 3;//name
  41;//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
  3;//run every n milliseconds
  ;//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;
      38;//use condition number
      11.000000;//use condition parameter0
      3.000000;//use condition parameter1
  end_conditions;
  begin_effects;
    24;//effect number
      38.000000;//parameter1
      1.000000;//parameter2
      3.000000;//parameter3
      0.000000;//parameter4
end_effects;
Sword swing 4;//name
  42;//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
  3;//run every n milliseconds
  ;//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;
      38;//use condition number
      11.000000;//use condition parameter0
      -2.000000;//use condition parameter1
  end_conditions;
  begin_effects;
    24;//effect number
      38.000000;//parameter1
      1.000000;//parameter2
      3.000000;//parameter3
      0.200000;//parameter4
end_effects;
Sword swing 5;//name
  43;//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
  3;//run every n milliseconds
  ;//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;
      38;//use condition number
      11.000000;//use condition parameter0
      1.000000;//use condition parameter1
  end_conditions;
  begin_effects;
    24;//effect number
      38.000000;//parameter1
      1.000000;//parameter2
      3.000000;//parameter3
      -0.400000;//parameter4
end_effects;


This is code for a sword type weapon (or anything melee), it makes a sweeping action that can be slowed down or sped up by changing the
Code: Select all
  60;//run every n milliseconds

In Drain swordentifier to a higher/lower number.

Directions: copy & paste into the specified .dat files.

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

Postby Redemption » Fri Oct 13, 2006 4:47 am

Type: Simple Injury System

bars.dat
These are the two bars you need to add.
Code: Select all
Blood;//name
  13;//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)
  0;//visible on enemies
    0;//show number
    3;//anchor point (0=left top, 1=right top, 2=left bottom, 3=right bottom)
    -250;//location x, pixels from anchor point
    -35;//location y, pixels from anchor point
    gore.png;//bar picture
    none;//background picture
    0;//background picture x offset
    0;//background picture y offset
    0;//background picture width
    0;//background picture height
    0.7;//height   
    -200;//length in pixels for maximum (negative = bar increases to left)
    1.5;//red color component for minimum
    0;//green color component for minimum
    0;//blue color component for minimum
    1.5;//red color component for maximum
    0;//green color component for maximum
    0;//blue color component for maximum
Is injured;//name
  14;//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
    -80;//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   
    -200;//length in pixels for maximum (negative = bar increases to left)
    1;//red color component for minimum
    1;//green color component for minimum
    0;//blue color component for minimum
    1;//red color component for maximum
    0;//green color component for maximum
    1;//blue color component for maximum


player_races.dat
Code: Select all
   Natural Healing;//description     // So you don't bleed forever
  7;//specialty
    -1;//difficulty level
    none;//message
    14;//parameter0
    0.01;//parameter1
    14;//parameter2
    -0.8;//parameter3     
   Natural Healing HARD;//description
  7;//specialty
    2;//difficulty level
    none;//message
    14;//parameter0
    0.01;//parameter1
    14;//parameter2
    -0.5;//parameter3
   Bleed With minor injury;//Lowers from the Blood bar when injured
  7;//specialty
    0;//difficulty level
    You are Bleeding;//message
    14;//parameter0
    0.25;//parameter1
    13;//parameter2
    -5;//parameter3       
   Bleed With minorish injury;// Lowers from the Blood bar when injured
  7;//specialty
    0;//difficulty level
    none;//message
    14;//parameter0
    0.38;//parameter1
    13;//parameter2
    -3;//parameter3    //
   Bleed With Average injury;//description
  7;//specialty
    0;//difficulty level
    You are Bleeding something fierce;//message
    14;//parameter0
    0.55;//parameter1
    13;//parameter2
    -5;//parameter3    // Lowers from the Blood bar when injured
   Bleed With Major injury;//description
  7;//specialty
    0;//difficulty level
    You need more blood;//message
    14;//parameter0
    0.75;//parameter1
    13;//parameter2
    -5;//parameter3         // Lowers from the Blood bar when injured
   Bleed With Major injury;//description
  7;//specialty
    0;//difficulty level
    You need medical attention!;//message
    14;//parameter0
    0.8;//parameter1
    13;//parameter2
    -5;//parameter3      // Lowers from the Blood bar when injured
Blood bar;//description
  5;//specialty
    0;//difficulty level
    none;//message
    13.000000;//parameter0
    0.000000;//parameter1
    100.000000;//parameter2
    100.000000;//parameter3              //Has Blood Bar
Is Injured bar;//description
  5;//specialty
    0;//difficulty level
    none;//message
    14.000000;//parameter0
    0.000000;//parameter1
    20.000000;//parameter2             // Has injury bar
    0.000000;//parameter3


scripts.dat
Code: Select all
Restore blood to 0;//name    // prevents negative numbers
  44;//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
  6;//run every n milliseconds
  ;//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;
      25;//use condition number
      13.000000;//use condition parameter0
      0.000000;//use condition parameter1
  end_conditions;
  begin_effects;
     17;//effect number
      0.000000;//parameter1
      1.000000;//parameter2
      13.000000;//parameter3
      0.000000;//parameter4
  end_effects;
Restore blood;//name      //Restores your blood
  45;//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
  80;//run every n milliseconds
  ;//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;
      25;//use condition number
      14.000000;//use condition parameter0
      0.200000;//use condition parameter1
  end_conditions;
  begin_effects;
     44;//effect number
      0.300000;//parameter1
      1.000000;//parameter2
      13.000000;//parameter3
      0.000000;//parameter4
  end_effects;
Additional Health Drainage While Heavily injured;//Directly affects health when injured 50%
  46;//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
  180;//run every n milliseconds
  ;//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;//use condition number
      14.000000;//use condition parameter0
      10.0000;//use condition parameter1
      24;//use condition number
      0.000000;//use condition parameter0
      15.0000;//use condition parameter1
  end_conditions;
  begin_effects;
     44;//effect number
      -0.300000;//parameter1
      1.000000;//parameter2
      0.000000;//parameter3
      0.000000;//parameter4
  end_effects;
Health Drainage While Bleeding;//Explains itself
  48;//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
  ;//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;
      25;//use condition number
      13.000000;//use condition parameter0
      1.0000;//use condition parameter1
      24;//use condition number
      0.000000;//use condition parameter0
      14.0000;//use condition parameter1
  end_conditions;
  begin_effects;
     44;//effect number
      -0.034000;//parameter1
      1.000000;//parameter2
      0.000000;//parameter3
      0.000000;//parameter4
  end_effects;
Health Drainage While Bleeding in HARD mode;//name
  49;//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
  120;//run every n milliseconds
  ;//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;
      25;//use condition number
      13.000000;//use condition parameter0
      1.0000;//use condition parameter1
      12;//use condition number
      2.000000;//use condition parameter0
      2.0000;//use condition parameter1
      24;//use condition number
      0.000000;//use condition parameter0
      14.0000;//use condition parameter1
  end_conditions;
  begin_effects;
     44;//effect number
      -0.003000;//parameter1
      1.000000;//parameter2
      0.000000;//parameter3
      0.000000;//parameter4
  end_effects;


And under hit effects for enemy weapons:
Code: Select all
    4;//effect number
      2.000000;//parameter1   // Change this to alter how injured you get when shot
      1.000000;//parameter2
      14.000000;//parameter3
      0.000000;//parameter4


Directions: Copy & Paste into .dat files and change idetifiers.

This is a basic injury system, you bleed when injured and take health damage while heavily bleeding.

Explanation of how it works: Whenever the player is shot the injury bar will increase and will slowly drain over time. When the injury bar is greater than 5 the blood bar will decrease. The blood bar will drain faster as the injury bar gets higher. If the blood bar reaches zero the player's health will start to decrease. Additionally, if the injury bar is greater than 10 the player will take direct health damage. The player will not lose health while under 14, avoiding annoying deaths.

Code Written by: noitpmedeR
Last edited by Redemption on Fri Oct 13, 2006 7:50 am, edited 3 times in total.
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Redemption
 
Posts: 311
Joined: Mon Apr 10, 2006 9:12 am

Postby roburky » Fri Oct 13, 2006 7:18 am

These scripts could do with a bit more annotation on them. It's difficult haveing to go and look up every value and parameter myself to see what it does.
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Posts: 106
Joined: Sun Feb 01, 2004 4:10 pm

Postby Redemption » Fri Oct 13, 2006 7:30 am

Alright.

*edits*
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Posts: 311
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Postby Redemption » Sat Oct 14, 2006 4:46 am

Type: Weapon

Weapons.dat
Code: Select all
Pistol;//name---------------------------------------
  0;//identifier                   Right hand gun Identifier
  0;//class
  bullet0.png;//bullet texture
  1;//bullets at one shot
  0;//stop at hit 0=stop where hit, 1=don't stop
  1.000000;//bullet size
  0.020000;//spread
  2.200000;//bullet speed
  900.000000;//time until bullet disappears
  400;//fire rate
  2;//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
  0.000100;//push shooter back
  ballistic.wav;//fire sound
  claws0_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;
    27;//effect number
      2.000000;//parameter1
      50.000000;//parameter2
      0.700000;//parameter3
      0.850000;//parameter4
    26;//effect number
      2.000000;//parameter1
      5.000000;//parameter2
      0.00000;//parameter3
      0.0000;//parameter4
  end_fire_effects;
  begin_hit_effects;
    4;//effect number
      -8.10000;//parameter1
      0.000000;//parameter2
      0.000000;//parameter3
      0.000000;//parameter4
  end_hit_effects;
Both Pistols;//name---------------------------------------
  43;//identifier                Left hand gun identifier
  10;//class
  bullet0.png;//bullet texture
  1;//bullets at one shot
  0;//stop at hit 0=stop where hit, 1=don't stop
  1.000000;//bullet size
  0.075000;//spread
  2.200000;//bullet speed
  900.000000;//time until bullet disappears
  400;//fire rate
  2;//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
  0.000100;//push shooter back
  ballistic.wav;//fire sound
  claws0_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;
    27;//effect number
      2.000000;//parameter1
      50.000000;//parameter2
      0.700000;//parameter3
      0.850000;//parameter4
    26;//effect number
      2.000000;//parameter1
      5.000000;//parameter2
      0.00000;//parameter3
      0.0000;//parameter4
  end_fire_effects;
  begin_hit_effects;
    4;//effect number
      -8.10000;//parameter1
      0.000000;//parameter2
      0.000000;//parameter3
      0.000000;//parameter4
  end_hit_effects;


Bars.dat
Code: Select all
Right Pistol fire Rate;//name
  15;//identifier                Bar 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
  0;//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
    -100;//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   
    -200;//length in pixels for maximum (negative = bar increases to left)
    1;//red color component for minimum
    1;//green color component for minimum
    0;//blue color component for minimum
    1;//red color component for maximum
    0;//green color component for maximum
    1;//blue color component for maximum


Scripts.dat
Code: Select all
Second pistol Shooting script;//name
  51;//identifier                  Script Identifier
  0;//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
  40;//run every n milliseconds
  ;//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;
      37;//use condition number
      1.000000;//use condition parameter0
      0.0000;//use condition parameter1
      25;//use condition number
      15.000000;//use condition parameter0
      10.0000;//use condition parameter1
  end_conditions;
  begin_effects;
     66;//effect number
      0.000;//parameter1
      1.000000;//parameter2
      15.000000;//parameter3
      0.000000;//parameter4
     44;//effect number
      400.000;//parameter1
      1.000000;//parameter2
      15.000000;//parameter3
      0.000000;//parameter4
  end_effects;


player_races.dat
Code: Select all
Right Pistol bar;//description
  5;//specialty
    0;//difficulty level
    none;//message
    15.000000;//parameter0           Bar identifier
    0.000000;//parameter1
    40.000000;//parameter2
    0.000000;//parameter3
   Decrease Right Pistol fire rate bar;//description
  7;//specialty
    0;//difficulty level
    none;//message
    15;//parameter0                         Bar identifier
    0.0;//parameter1
    15;//parameter2                       Bar identifier
    -40;//parameter3


Items.dat
Code: Select all
Pistol;//name---------------------------------------
41;//identifier
  0;//item class
  0.000000;//weight
  Standard issue pistol;//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
  qpistol.png;//texture name
   51;//wielded script,-1=nothing, only applicable for wieldable items      //Script Identifier
  -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
    1;//wield slot number
  end_wield_slots;
  begin_effects_block;
  Pistol Loaded;//event text
    nope;//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
      43.000000;//parameter1           Left hand Pistol Identifier
      0.000000;//parameter2
      0.000000;//parameter3
      0.000000;//parameter4
    end_effects;
  end_effects_block;
  begin_combinations;
  end_combinations;


Description: This is code for dual pistols that fire independently of each other, Left click fires the left gun and right click fires the right gun.

Instructions: Copy & Paste into .dat files and change identifiers at the specified places.

Code written by: Redemption
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Posts: 311
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Postby roburky » Sat Oct 14, 2006 10:16 am

So how does it work? Is the right hand pistol not an equipped weapon, but fired through a script?
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Posts: 106
Joined: Sun Feb 01, 2004 4:10 pm

Postby Redemption » Sun Oct 15, 2006 4:21 am

It's pretty simple.
The pistol item has a wielded script that fires the right hand gun, this script has two conditions. The first condition is that the right mouse button is pressed, and that the fire rate bar is less than 10. If both conditions are met it fires the right hand pistol and increases the fire rate bar. This bar is lowered by player_races.dat so that it gets less than 10, allowing you to fire it again. The left hand pistol is simply a wielded weapon.
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