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by Redemption » Tue Nov 07, 2006 9:03 am
Type: Creation of my Boredom.
Bars.dat:
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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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Redemption
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- Posts: 311
- Joined: Mon Apr 10, 2006 9:12 am
by Redemption » Mon Jan 22, 2007 3:44 am
Type: Basic code for base building
Plot_objects.dat:
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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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Redemption
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- Posts: 311
- Joined: Mon Apr 10, 2006 9:12 am
by surf424 » Mon Jan 22, 2007 5:05 am
??????????????????????????????
?where can i get a map editor ?
??????????????????????????????
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surf424
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- Posts: 24
- Joined: Sun Jan 21, 2007 7:07 am
by 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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Redemption
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- Joined: Mon Apr 10, 2006 9:12 am
by surf424 » Tue Jan 23, 2007 3:46 am
ahhh....
(2 mins later) I NEED A TUTORIAL ON THE MAP ED!
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surf424
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- Posts: 24
- Joined: Sun Jan 21, 2007 7:07 am
by Redemption » Tue Jan 23, 2007 3:48 am
Press F1.
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Redemption
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- Posts: 311
- Joined: Mon Apr 10, 2006 9:12 am
by 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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surf424
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- Posts: 24
- Joined: Sun Jan 21, 2007 7:07 am
by 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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harwe
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- Posts: 287
- Joined: Wed Jan 25, 2006 7:52 am
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by 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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Pete
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- Posts: 663
- Joined: Sun Mar 13, 2005 6:05 pm
by 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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Anarion
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- Posts: 513
- Joined: Sat Apr 16, 2005 5:29 am
by Redemption » Thu Apr 05, 2007 8:51 am
It's been a while, so:
Type: Basic destructable wall
In creatures.dat:
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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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Redemption
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- Posts: 311
- Joined: Mon Apr 10, 2006 9:12 am
by 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
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- Posts: 311
- Joined: Mon Apr 10, 2006 9:12 am
by 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
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by MageKing17 » Sat Dec 08, 2007 1:06 am
Aegis wrote:POKEMON!!!!
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGGGGGHHHHH! *pant, pant, pant*
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MageKing17
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by Aegis » Tue Dec 11, 2007 2:31 am
I'M SORRY! PLEASE FORGIVE ME!!!WAAAAAAAA  . 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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Aegis
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- Posts: 268
- Joined: Fri Oct 19, 2007 2:43 pm
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