The Notrium Modding Library

Postby Redemption » Tue Nov 07, 2006 9:03 am

Type: Creation of my Boredom.

Bars.dat:
Code: Select all
Current Hit Combo;//name
  16;//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
    -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
    0;//green color component for minimum
    0;//blue color component for minimum
    1;//red color component for maximum
    0;//green color component for maximum
    0;//blue color component for maximum
Combo Drain;//name
  17;//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
    -200;//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
    0;//green color component for minimum
    0;//blue color component for minimum
    1;//red color component for maximum
    0;//green color component for maximum
    0;//blue color component for maximum
Max Combo;//name
  18;//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
    -190;//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
    1;//green color component for maximum
    0;//blue color component for maximum


Scripts.dat:
Code: Select all
Combo Drain Bar Drain;//name
  64;//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;
  end_conditions;
  begin_effects;
    44;//effect number
      -1.85000;//parameter1
      1.000000;//parameter2
      17.000000;//parameter3
      300.000000;//parameter4
  end_effects;
Combo Bar Reset;//name
  65;//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
  300;//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;
      25;//use condition number
      17.000000;//use condition parameter0
      0.40000;//use condition parameter1
  end_conditions;
  begin_effects;
    17;//effect number
      0.000000;//parameter1
      1.000000;//parameter2
      16.000000;//parameter3
      300.000000;//parameter4
  end_effects;
Max Combo equals ;//name
  66;//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;
      41;//use condition number
      16.000000;//use condition parameter0
      18.0000;//use condition parameter1
  end_conditions;
  begin_effects;
    44;//effect number
      1.00000;//parameter1
      0.000000;//parameter2
      18.000000;//parameter3
      900.000000;//parameter4
  end_effects;


Player_races.dat(specialities):
Code: Select all
  Combo bar;//description
  5;//specialty
    0;//difficulty level
    none;//message
    16.000000;//parameter0
    0.000000;//parameter1
    1000000.000000;//parameter2
    0.000000;//parameter3
Combo Drain bar;//description
  5;//specialty
    0;//difficulty level
    none;//message
    17.000000;//parameter0
    0.000000;//parameter1
    100.000000;//parameter2
    0.000000;//parameter3
Max Combo bar;//description
  5;//specialty
    0;//difficulty level
    none;//message
    18.000000;//parameter0
    0.000000;//parameter1
    1000000.000000;//parameter2
    0.90000;//parameter3


Under the hit effects of all player usable weapons:
Code: Select all
    44;//effect number
      100.000000;//parameter1
      1.000000;//parameter2
      17.000000;//parameter3
      300.000000;//parameter4
    44;//effect number
      1.000000;//parameter1
      0.000000;//parameter2
      16.000000;//parameter3
      0.000000;//parameter4


Description: Adds a bar that shows the player's current hit combo, and another that shows their highest combo.
Truly it's pointless, but I got bored and thought it might be good.

Instructions: Copy and Paste into specified locations and change identifiers where necessary.

Code Written by: Redemption
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Postby Redemption » Mon Jan 22, 2007 3:44 am

Type: Basic code for base building

Plot_objects.dat:
Code: Select all
Door;//name---------------------------------------
  108;//identifier
  -1;//map type to place to -1=any map 0=> type from areas.dat
  0;//plot_object class
  92;//object definition number
  0;//number of objects to be placed
  0;//location type, 0=random, 1=distance min(parameter1) max(parameter2) from player start, 2=distance min(parameter1) max(parameter2) from object parameter0, 3=coordinates [parameter0, parameter1] (0=min, 1=max)  vary location=parameter2
  0.000000;//location parameter0
  0.000000;//location parameter1
  0.000000;//location parameter2
  0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
  20;//particle to shown on radar
  none;//radiate sound
  -1.000000;//time to delete object in milliseconds, -1=don't delete
  0;//trigger event by 0=player click, 1=player near, 2=near or click, 3=map creation (try to avoid any creature specific effects when using this, also does not check conditions), 4=interval parameter1
  0;//trigger event parameter1
  1;//show help text for conditions
  begin_effects_block;
  none;//event text
    none;//sound, none for nothing
    1;//vanishes after event, 0=no, but cannot be reused, 1=vanishes, 2=no, and can be reused
    begin_conditions;
    end_conditions;
    begin_effects;
      19;//effect number
      109.000000;//parameter1
      1.321000;//parameter2
      0.000000;//parameter3
      0.000000;//parameter4
    end_effects;
  end_effects_block;
Door;//name---------------------------------------
  109;//identifier
  -1;//map type to place to -1=any map 0=> type from areas.dat
  0;//plot_object class
  91;//object definition number
  0;//number of objects to be placed
  0;//location type, 0=random, 1=distance min(parameter1) max(parameter2) from player start, 2=distance min(parameter1) max(parameter2) from object parameter0, 3=coordinates [parameter0, parameter1] (0=min, 1=max)  vary location=parameter2
  0.000000;//location parameter0
  0.000000;//location parameter1
  0.000000;//location parameter2
  0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
  20;//particle to shown on radar
  none;//radiate sound
  -1.000000;//time to delete object in milliseconds, -1=don't delete
  0;//trigger event by 0=player click, 1=player near, 2=near or click, 3=map creation (try to avoid any creature specific effects when using this, also does not check conditions), 4=interval parameter1
  0;//trigger event parameter1
  1;//show help text for conditions
  begin_effects_block;
  none;//event text
    none;//sound, none for nothing
    1;//vanishes after event, 0=no, but cannot be reused, 1=vanishes, 2=no, and can be reused
    begin_conditions;
    end_conditions;
    begin_effects;
      19;//effect number
      108.000000;//parameter1
      1.321000;//parameter2
      0.000000;//parameter3
      0.000000;//parameter4
    end_effects;
  end_effects_block;
Wall;//name---------------------------------------
  110;//identifier
  -1;//map type to place to -1=any map 0=> type from areas.dat
  0;//plot_object class
  87;//object definition number
  0;//number of objects to be placed
  0;//location type, 0=random, 1=distance min(parameter1) max(parameter2) from player start, 2=distance min(parameter1) max(parameter2) from object parameter0, 3=coordinates [parameter0, parameter1] (0=min, 1=max)  vary location=parameter2
  0.000000;//location parameter0
  0.000000;//location parameter1
  0.000000;//location parameter2
  0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
  20;//particle to shown on radar
  none;//radiate sound
  -1.000000;//time to delete object in milliseconds, -1=don't delete
  0;//trigger event by 0=player click, 1=player near, 2=near or click, 3=map creation (try to avoid any creature specific effects when using this, also does not check conditions), 4=interval parameter1
  0;//trigger event parameter1
  1;//show help text for conditions
  begin_effects_block;
  none;//event text
    none;//sound, none for nothing
    1;//vanishes after event, 0=no, but cannot be reused, 1=vanishes, 2=no, and can be reused
    begin_conditions;
    end_conditions;
    begin_effects;
      16;//effect number
      212.000000;//parameter1
      1.000;//parameter2
      0.000000;//parameter3
      0.000000;//parameter4
    end_effects;
  end_effects_block;


Items.dat:
Code: Select all
Create Door;//name---------------------------------------
  211;//identifier
  0;//item class
  0.000000;//weight
  Insert description here.;//short description
  none;//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
  coil.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 build a door from nothing;//event text
    none;//event failure text
    none;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    U;//use key
    -1;//quick key
    begin_conditions;
    end_conditions;
    begin_effects;
      19;//effect number
      108.000000;//parameter1
      1.321000;//parameter2
      0.000000;//parameter3
      0.000000;//parameter4
    end_effects;
  end_effects_block;
  begin_combinations;
  end_combinations;
Create Wall;//name---------------------------------------
  212;//identifier
  0;//item class
  0.000000;//weight
  Insert description here.;//short description
  none;//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
  coil.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 build a wall from one in your pocket;//event text
    none;//event failure text
    none;//sound, none for nothing
    1;//vanishes after event, 0=no, 1=yes
    U;//use key
    -1;//quick key
    begin_conditions;
    end_conditions;
    begin_effects;
      19;//effect number
      110.000000;//parameter1
      1.321000;//parameter2
      0.000000;//parameter3
      0.000000;//parameter4
    end_effects;
  end_effects_block;
  begin_combinations;
  end_combinations;


Description: Very basic way to make walled bases.

Instructions: Copy & paste code into Plot_objects.dat and items.dat, then just place the items in the map editor (Make lots of wall items, they dissapear when used), or make them the result of a combination. Note: Doors cannot be moved afterwards.

Code written by: Redemption
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Posts: 311
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Postby surf424 » Mon Jan 22, 2007 5:05 am

??????????????????????????????
?where can i get a map editor ?
??????????????????????????????
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Postby Redemption » Mon Jan 22, 2007 5:10 am

In the data folder open setup.dat and change
Code: Select all
0;//create game initialization debug file

To 1.
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Postby surf424 » Tue Jan 23, 2007 3:46 am

ahhh....
(2 mins later) I NEED A TUTORIAL ON THE MAP ED!
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Postby Redemption » Tue Jan 23, 2007 3:48 am

Press F1.
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Postby surf424 » Tue Jan 23, 2007 3:53 am

(another 2 mins later)
ok, how do i link my place to the map?!
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Postby harwe » Tue Jan 23, 2007 6:09 am

look around, there was a tut somewhere n the download page or forum, seriously though, you as questions that you can answer urself if you take the TIME to look
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Postby Pete » Tue Jan 23, 2007 7:57 am

In other words... read the modding FAQ! Also, taking a look in the original Notrium data files sometimes helps as Ville wrote a lot of notes in there.
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Postby Anarion » Tue Jan 23, 2007 2:48 pm

This isn't a discussion thread people, it's a modding code library.
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Postby Redemption » Thu Apr 05, 2007 8:51 am

It's been a while, so:

Type: Basic destructable wall

In creatures.dat:
Code: Select all
Destructable wall - Place;//name---------------------------------------
  53;//identifier
  4;//class
  destructableWall_creature.png;//texture
  1;//draw layer
  -1;//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
  0;//primary AI tactic from AI_tactic.dat
  0;//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
  1.000000;//creature size
  100.000000;//creature weight (affects pushing)
  0.000000;//maximum movement speed
  0.000000;//minimum movement speed
  0.000000;//leg animation speed
  0.000000;//turn speed
  0.000000;//inertia level (acceleration/deceleration)
  0;//hide when behind walls
     14;//weapon number     <-------------------- change to a non firing weapon
     0.000000;//weapon_x
     0.000000;//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
  1.000000;//AI hear range
  1.000000;//AI see range
  1.000000;//AI see angle
  begin_footstep_sounds
  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
    0;//death type, 0=any death, 1=timed death, 2=killed by player
    begin_conditions;
    end_conditions;
    begin_effects;
      68;//effect number
      156.000000;//parameter1
      0.000000;//parameter2
      0.000000;//parameter3
      0.00000;//parameter4
    end_effects;
  end_death_block
  begin_hit_block
  end_hit_block
  begin_timed_block
    200;//interval in milliseconds
    begin_conditions;
    end_conditions;
    begin_effects;
      68;//effect number
      155.000000;//parameter1
      0.000000;//parameter2
      0.000000;//parameter3
      0.00000;//parameter4
    end_effects;
  end_timed_block
  begin_specialties
  AS;//description
    5;//number
    0.000000;//parameter0
    0.000000;//parameter1
    0.000000;//parameter2
    0.000000;//parameter3
  Health;//description
    0;//number
    0.000000;//parameter0
    0.000000;//parameter1
    40.000000;//parameter2
    40.000000;//parameter3
  Anti Collision detectorization;//description
    4;//number
    1.000000;//parameter0
    1.000000;//parameter1
    0.000000;//parameter2
    1.000000;//parameter3
  end_specialties


In plot_objects.dat:
Code: Select all
Destructable wall (For creature, dont place in map editor);//name---------------------------------------
  155;//identifier
  -1;//map type to place to -1=any map 0=> type from areas.dat
  0;//plot_object class
  95;//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
  2;//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
  200.000000;//time to delete object in milliseconds, -1=don't delete
  3;//trigger event by 0=player click, 1=player near, 2=near or click, 3=map creation (try to avoid any creature specific effects when using this, also does not check conditions), 4=interval parameter1
  0;//trigger event parameter1
  0;//show help text for conditions
  begin_effects_block;
  end_effects_block;
Destructed destructable wall;//name---------------------------------------
  156;//identifier
  -1;//map type to place to -1=any map 0=> type from areas.dat
  0;//plot_object class
  96;//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
  2;//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
  3;//trigger event by 0=player click, 1=player near, 2=near or click, 3=map creation (try to avoid any creature specific effects when using this, also does not check conditions), 4=interval parameter1
  0;//trigger event parameter1
  0;//show help text for conditions
  begin_effects_block;
  end_effects_block;


In object definitions.dat:
Code: Select all
Destructable wall (For creature, dont place in map editor);//name------------------------------------------
  95;//identifier
  begin_animation_frames;
    destructableWall.png;//texture name     <-----------Change
    1.000000;//time to display frame
  end_animation_frames;
  1.0000;//size*128
  0.00000;//vary size
1;//transperant
  0;//layer
  0;//does it sway with the wind
  0;//gets transparent when player near
  0;//provides shade for player
  1;//collision detection type, -1=none, 0=circle radius parameter0, 1=polygon parameter0 from polygons.dat size parameter1
  3.000000;//collision detection parameter0
  0.500000;//collision detection parameter1
  1;//Block vision. If 1, enemies and player cannot see other creatures through it. Use sparingly, this slows the AI down.
  0;//Stops bullets. Use sparingly as this can slow the game down a lot.
Destructed destructable wall;//name------------------------------------------
  96;//identifier
  begin_animation_frames;
    destructableWall_destructed.png;//texture name    <-------------Alos change
    1.000000;//time to display frame
  end_animation_frames;
  1.0000;//size*128
  0.00000;//vary size
1;//transperant
  0;//layer
  0;//does it sway with the wind
  0;//gets transparent when player near
  0;//provides shade for player
  -1;//collision detection type, -1=none, 0=circle radius parameter0, 1=polygon parameter0 from polygons.dat size parameter1
  0.000000;//collision detection parameter0
  0.000000;//collision detection parameter1
  0;//Block vision. If 1, enemies and player cannot see other creatures through it. Use sparingly, this slows the AI down.
  0;//Stops bullets. Use sparingly as this can slow the game down a lot.


Code by: Redemption

Description: A basic destructable wall.

Instructions: Copy + Paste code into the mentioned .dats (You will have to change identifiers). Place the creature (Not the plot_object or the prop) into the map editor for the effect. You'll also have to change the graphics. The polygon might not be right for default (I made this in Aleryon Betrayal).
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Re: The Notrium Modding Library

Postby Redemption » Sun Sep 16, 2007 6:44 am

It's been a while (again), so:

Type: Extinguishable fire

In creatures.dat:
Code: Select all
Fire;//name---------------------------------------
  96;//identifier
  0;//class
  fire0.png;//texture
  -1;//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
  3;//primary AI tactic from AI_tactic.dat
  3;//secondary AI tactic from AI_tactic.dat
  -1;//footstep particle from particles.dat
  0;//die after how many seconds, 0=doesn't die
  -1;//eat item number from items.dat, -1=nothing
  0.90000;//creature size
  0.00;//creature weight (affects pushing)
  0.00;//maximum movement speed
  0.00;//minimum movement speed
  0.000000;//leg animation speed
  0.000000;//turn speed
  0.000000;//inertia level (acceleration/deceleration)
  0;//hide when behind walls
      0;//weapon number
      0.000;//weapon_x
      0.000;//weapon_y
  21;//blood particle
  0;//bars visible when player hovers mouse on top
   1.000000;//death animation speed
  0;//creature can move from area to another
   0.000000;//AI hear range
   0.000000;//AI see range
   0.000000;//AI see angle
  begin_footstep_sounds
  end_footstep_sounds
  begin_hit_sounds
  end_hit_sounds
  begin_die_sounds
  end_die_sounds
  begin_eat_block
  end_eat_block
  begin_death_block
    0;//death type, 0=any death, 1=timed death, 2=killed by player
    begin_conditions;
    end_conditions;
    begin_effects;
     40;//effect number
      57.000000;//parameter1
      120.000000;//parameter2
      0.000000;//parameter3
      0.000000;//parameter4
    end_effects;
  end_death_block
  begin_hit_block
  end_hit_block
  begin_timed_block
    500;//interval in milliseconds      Drop fire
    begin_conditions;
    end_conditions;
    begin_effects;
     27;//effect number
      2.000000;//parameter1
      530.000000;//parameter2
      0.400000;//parameter3
      0.500000;//parameter4
    end_effects;
  end_timed_block
  begin_specialties
  Energy bar (Health);//description
    0;//number
    1.000000;//parameter0
    0.000000;//parameter1
    75.0000;//parameter2
    75.0000;//parameter3
  Anti-Collision Software;//description
    4;//number
    1.000000;//parameter0
    1.0000;//parameter1
    0.000000;//parameter2
    1.000000;//parameter3
  end_specialties


To make it work quickly in Notrium, in items.dat replace the middle effect (27) of firewood with:
Code: Select all
      10;//effect number
      96.000000;//parameter1
      13.000000;//parameter2
      -1.000000;//parameter3
      -1.000000;//parameter4
Also, in plot_objects.dat, replace the effect of 'fires' (57) with the same.

Code by: Redemption

Description: A fire that can be put out with the fire extinguisher.

Instructions: Copy and paste the code into the specified .dats.
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Redemption
 
Posts: 311
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Re: The Notrium Modding Library

Postby Aegis » Fri Dec 07, 2007 6:43 am

This is code for the fact that water conducts electricity. LIKE IN POKEMON!!!!...Sorry, my inner-geek escaped...
Basically, the weapon with the zapping qualities makes the creature which was hit drop another creature. This new creature detects if it's standing on water. Then bingo!we've got ourselves a zap!

Creatures (yes, all those effect numbers are necessary)
Code: Select all
Zap;//name---------------------------------------
  42;//identifier
  0;//class
  invisible_creature.png;//texture
  2;//draw layer
  -2;//corpse item number in items.dat, -1=nothing, -2=whole corpse vanishes when dead
  0;//corpse item amount
  1;//attack type, 0=shooting attack, 1=close combat
  -1;//particle to show on radar, -1=none
  0;//primary AI tactic from AI_tactic.dat
  0;//secondary AI tactic from AI_tactic.dat
  10;//footstep particle from particles.dat
  1;//die after how many seconds, 0=doesn't die
  -1;//eat item number from items.dat, -1=nothing
  0.000000;//creature size
  0.000000;//creature weight (affects pushing)
  0.000000;//maximum movement speed
  0.000000;//minimum movement speed
  0.000000;//leg animation speed
  0.000000;//turn speed
  0.000000;//inertia level (acceleration/deceleration)
  0;//hide when behind walls
  0;//weapon number
  0.000000;//weapon_x
  0.000000;//weapon_y
  10;//blood particle
  0;//bars visible when player hovers mouse on top
  1.000000;//death animation speed
  0;//creature can move from area to another
  0.000000;//AI hear range
  0.000000;//AI see range
  0.000000;//AI see angle
  begin_footstep_sounds
  end_footstep_sounds
  begin_hit_sounds
  end_hit_sounds
  begin_die_sounds
  end_die_sounds
  begin_eat_block
  end_eat_block
  begin_death_block
  end_death_block
  begin_hit_block
  end_hit_block
  begin_timed_block
    10;//interval in milliseconds
    begin_conditions;
      17;//condition number   - terrain
          35.000000;//parameter0
          0.0000000;//parameter1
      3;//condition number   - zap stop
          0.000000;//parameter0
          2.0000000;//parameter1
    end_conditions;
    begin_effects;
      22;//effect number - side
   3.000000;//parameter1
   1.000000;//parameter2
   0.000000;//parameter3
   0.000000;//parameter4
      24;//effect number - zap
   61.000000;//parameter1
   1.000000;//parameter2
   3.000000;//parameter3
   0.000000;//parameter4
      24;//effect number - zap
   61.000000;//parameter1
   1.000000;//parameter2
   3.000000;//parameter3
   0.500000;//parameter4
      24;//effect number - zap
   61.000000;//parameter1
   1.000000;//parameter2
   3.000000;//parameter3
   1.000000;//parameter4
      24;//effect number - zap
   61.000000;//parameter1
   1.000000;//parameter2
   3.000000;//parameter3
   1.500000;//parameter4
      24;//effect number - zap
   61.000000;//parameter1
   1.000000;//parameter2
   3.000000;//parameter3
   2.000000;//parameter4
      24;//effect number - zap
   61.000000;//parameter1
   1.000000;//parameter2
   3.000000;//parameter3
   2.500000;//parameter4
      24;//effect number - zap
   61.000000;//parameter1
   1.000000;//parameter2
   3.000000;//parameter3
   3.000000;//parameter4
      24;//effect number - zap
   61.000000;//parameter1
   1.000000;//parameter2
   3.000000;//parameter3
   3.500000;//parameter4
      24;//effect number - zap
   61.000000;//parameter1
   1.000000;//parameter2
   3.000000;//parameter3
   4.000000;//parameter4
      24;//effect number - zap
   61.000000;//parameter1
   1.000000;//parameter2
   3.000000;//parameter3
   4.500000;//parameter4
      24;//effect number - zap
   61.000000;//parameter1
   1.000000;//parameter2
   3.000000;//parameter3
   5.000000;//parameter4
      24;//effect number - zap
   61.000000;//parameter1
   1.000000;//parameter2
   3.000000;//parameter3
   5.500000;//parameter4
      24;//effect number - zap
   61.000000;//parameter1
   1.000000;//parameter2
   3.000000;//parameter3
   6.000000;//parameter4
      17;//effect number - zap stop
   -1.100000;//parameter1
   1.000000;//parameter2
   0.000000;//parameter3
   10.000000;//parameter4
    end_effects;
  end_timed_block
  begin_specialties
  zap stop;//description
    0;//number
    0.000000;//parameter0
    0.000000;//parameter1
    4.000000;//parameter2
    2.000000;//parameter3
  HIT;//description
    4;//number
    1.000000;//parameter0
    1.000000;//parameter1
    1.000000;//parameter2
    1.000000;//parameter3
  end_specialties


Weapons
Code: Select all
Lightning;//name---------------------------------------
  61;//identifier
  0;//class
  lightning.png;//bullet texture
  1;//bullets at one shot
  1;//stop at hit 0=stop where hit, 1=don't stop
  20.000000;//bullet size
  0.000000;//spread
  2.500000;//bullet speed
  60.000000;//time until bullet disappears
  1;//fire rate
  0;//trace 0=no trace, 1=blue beam, 2=bullet trace, 3=red beam, 4=green beam, 5=yellow beam
  -1;//hit visual effect colour, -1=nothing 0=?, 1=red, 2=green, 3=blue
  0;//hit visual effect particle, -1=nothing, 0=>particle from particles.dat
  claws_0.wav;//hit effect sound
  0.000000;//push target back
  0.00000;//push shooter back
  zap.wav;//fire sound
  claws_0.wav;//hit sound
  0.100000;//AI hear volume, the amount of anger the AI gets when it hears the weapon
  begin_wield_conditions;
  end_wield_conditions;
  begin_fire_effects;
  end_fire_effects;
  begin_hit_effects;
    4;//effect number
      -10.000000;//parameter1
      0.000000;//parameter2
      10.000000;//parameter3
      0.000000;//parameter4
    22;//effect number - side
   3.000000;//parameter1
   1.000000;//parameter2
   0.000000;//parameter3
   0.000000;//parameter4
    24;//effect number
      62.000000;//parameter1
      1.000000;//parameter2
      0.000000;//parameter3
      0.000000;//parameter4
  end_hit_effects;
Crackle;//name---------------------------------------
  62;//identifier
  0;//class
  crackle.png;//bullet texture
  20;//bullets at one shot
  1;//stop at hit 0=stop where hit, 1=don't stop
  1.100000;//bullet size
  6.20000;//spread
  1.500000;//bullet speed
  60.000000;//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
  claws_0.wav;//hit effect sound
  0.000000;//push target back
  0.00000;//push shooter back
  zap.wav;//fire sound
  claws_0.wav;//hit sound
  0.100000;//AI hear volume, the amount of anger the AI gets when it hears the weapon
  begin_wield_conditions;
  end_wield_conditions;
  begin_fire_effects;
  end_fire_effects;
  begin_hit_effects;
    4;//effect number
      -10.000000;//parameter1
      0.000000;//parameter2
      10.000000;//parameter3
      0.000000;//parameter4
      22;//effect number - side
   3.000000;//parameter1
   1.000000;//parameter2
   0.000000;//parameter3
   0.000000;//parameter4
    24;//effect number
      63.000000;//parameter1
      1.000000;//parameter2
      0.000000;//parameter3
      0.000000;//parameter4
  end_hit_effects;
Crackle2;//name---------------------------------------
  63;//identifier
  0;//class
  crackle.png;//bullet texture
  10;//bullets at one shot
  1;//stop at hit 0=stop where hit, 1=don't stop
  1.100000;//bullet size
  6.20000;//spread
  1.500000;//bullet speed
  60.000000;//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
  claws_0.wav;//hit effect sound
  0.000000;//push target back
  0.00000;//push shooter back
  zap.wav;//fire sound
  claws_0.wav;//hit sound
  0.100000;//AI hear volume, the amount of anger the AI gets when it hears the weapon
  begin_wield_conditions;
  end_wield_conditions;
  begin_fire_effects;
  end_fire_effects;
  begin_hit_effects;
    4;//effect number
      -10.000000;//parameter1
      0.000000;//parameter2
      10.000000;//parameter3
      0.000000;//parameter4
  end_hit_effects;


Add this to the weapon which you want to have zapping qualities
Code: Select all
    10;//effect number
      42.000000;//parameter1
      -1.000000;//parameter2
      -1.000000;//parameter3
      -1.000000;//parameter4


Terrain types
Code: Select all
Water anim;//name---------------------------------------
35;//identifier
  0;//AI avoids this terrain
  0;//do not place on map edges on random selection
  1;//do not place random objects on this terrain
  0.300000;//base light r
  0.300000;//base light g
  0.400000;//base light b
  6000.00000;//footstep particle live time, -1=no footsteps
  18;//override footstep particle
  none;//override footstep sound
  begin_terrain_frames;
    1.png;//terrain texture
    100.000000;//time to display frame
    2.png;//terrain texture
    100.000000;//time to display frame
    3.png;//terrain texture
    100.000000;//time to display frame
    4.png;//terrain texture
    100.000000;//time to display frame
    5.png;//terrain texture
    100.000000;//time to display frame
    5.png;//terrain texture
    100.000000;//time to display frame
    6.png;//terrain texture
    100.000000;//time to display frame
    7.png;//terrain texture
    100.000000;//time to display frame
    8.png;//terrain texture
    100.000000;//time to display frame
    9.png;//terrain texture
    200.000000;//time to display frame
    10.png;//terrain texture
    100.000000;//time to display frame
  end_terrain_frames;
  begin_effects_block;
  Rather lovely day for a swim; what, what?;//event text
    100.000000;//interval
    0;//run only once 0=no, 1=yes
    begin_conditions;
    end_conditions;
    begin_effects;
      1;//effect number   
      100.000000;//parameter1
      0.000000;//parameter2
      0.200000;//parameter3
      0.000000;//parameter4
    end_effects;
  end_effects_block;
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Aegis
 
Posts: 268
Joined: Fri Oct 19, 2007 2:43 pm

Re: The Notrium Modding Library

Postby MageKing17 » Sat Dec 08, 2007 1:06 am

Aegis wrote:POKEMON!!!!
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGGGGGHHHHH!

*pant, pant, pant*
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Posts: 1919
Joined: Thu Jul 08, 2004 10:25 pm

Re: The Notrium Modding Library

Postby Aegis » Tue Dec 11, 2007 2:31 am

I'M SORRY! PLEASE FORGIVE ME!!!WAAAAAAAA :cry:.

Code for a shield system.

Bars
Code: Select all
Health;//name
  0;//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)
    -400;//location x, pixels from anchor point
    -20;//location y, pixels from anchor point
    bar.png;//bar picture
    hud_health.png;//background picture
    -210;//background picture x offset
    -50;//background picture y offset
    220;//background picture width
    70;//background picture height
    1;//height   
    -200;//length in pixels for maximum (negative = bar increases to left)
    1;//red color component for minimum
    0;//green color component for minimum
    0;//blue color component for minimum
    1;//red color component for maximum
    0;//green color component for maximum
    0;//blue color component for maximum


Well duh.

Code: Select all
Shield Bar;//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)
    -400;//location x, pixels from anchor point
    -36;//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)
    0.5;//red color component for minimum
    0;//green color component for minimum
    1;//blue color component for minimum
    0;//red color component for maximum
    0;//green color component for maximum
    1;//blue color component for maximum


Code: Select all
Creature Health;//name
  10;//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
    -20;//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
    0;//green color component for minimum
    0;//blue color component for minimum
    1;//red color component for maximum
    0;//green color component for maximum
    0;//blue color component for maximum


Player Races
Code: Select all
  health bar;//description
  5;//specialty
    0;//difficulty level
    none;//message
    0.000000;//parameter0
    0.000000;//parameter1
    50.000000;//parameter2
    50.000000;//parameter3
  Shield bar;//description
  5;//specialty
    0;//difficulty level
    none;//message
    3.000000;//parameter0
    0.000000;//parameter1
    100.000000;//parameter2
    100.000000;//parameter3
  Shield Restore;//description
  6;//specialty
    0;//difficulty level
    none;//message
    3.000000;//parameter0
    1.000000;//parameter1
    3.000000;//parameter2
    1.000000;//parameter3


Scripts
Code: Select all
Hit without Shield - 15;//name
  24;//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
  0;//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;
    5;//condition
      3.000000;//condition parameter0
      1.000000;//condition parameter1
  end_conditions;
  begin_effects;
    4;//effect number
      -15.00000;//parameter1
      1.000000;//parameter2
      0.000000;//parameter3
      0.000000;//parameter4
  end_effects;


Creatures
Code: Select all
Alien;//name---------------------------------------
  1;//identifier
  0;//class
  creature1.png;//texture
  2;//draw layer
  -1;//corpse item number in items.dat, -1=nothing, -2=whole corpse vanishes when dead
  0;//corpse item amount
  1;//attack type, 0=shooting attack, 1=close combat
  -1;//particle to show on radar, -1=none
  8;//primary AI tactic from AI_tactic.dat
  8;//secondary AI tactic from AI_tactic.dat
  1;//footstep particle from particles.dat
  0;//die after how many seconds, 0=doesn't die
  -1;//eat item number from items.dat, -1=nothing
  1.300000;//creature size
  1.300000;//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
  1;//weapon number
  0.000000;//weapon_x
  10.000000;//weapon_y
  0;//blood particle
  1;//bars visible when player hovers mouse on top
  1.000000;//death animation speed
  1;//creature can move from area to another
  1000.000000;//AI hear range
  200.000000;//AI see range
  4.000000;//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
    groan0.wav;//sample name
    groan1.wav;//sample name
    groan2.wav;//sample name
  end_hit_sounds
  begin_die_sounds
    groan0.wav;//sample name
    groan1.wav;//sample name
    groan2.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
  end_timed_block
  begin_specialties
  ;//description
    0;//number
    10.000000;//parameter0
    0.000000;//parameter1
    100.000000;//parameter2
    100.000000;//parameter3
  end_specialties


Add this to all enemies weapons
Code: Select all
    29;//effect number
      24.00000;//parameter1
      1.000000;//parameter2
      0.000000;//parameter3
      0.000000;//parameter4
    4;//effect number
      -15.000000;//parameter1
      0.000000;//parameter2
      10.000000;//parameter3
      0.000000;//parameter4


This is how it works: All enemies have attacks which take away shield health, they also have a script which detects if the player has no shield left. If the player has no shield the script runs taking away normal health. There's also something important involving the creature's health bar, which I've forgotten. I've provided an example of the kind of creature you might need (pay attention to specialties). You can also create different scripts for different amounts of damage. All creatures must have creature's health as their health. THE END. Roll credits over picture of monkey playing guitar with Hot Cross Buns music playing in background.
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Posts: 268
Joined: Fri Oct 19, 2007 2:43 pm

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