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  • The Werivar Expansion Mod.

    TNN17 11 years ago
    Okay, checking the code, looks like it's actually a proximity check built into the mines themselves; if you move close enough to the mine, have a shovel (for example), and have no "Fatigue Tokens" or "Weaken Tokens" (invisible markers added each mining event) then you should get a message indicating you've mined, and five sand will be added to your inventory.

    Thing is, it seems to be some sloppy code on my part since that check would either infinitely loop or trigger the once and require you to walk back and forth into and out of range.

    To fix this, one would need to amend the Plot Objects file to change the mine to trigger periodically (4), rather than Player Near (1), and add Condition 15 to each to check if the player's within 200 pixels.

    Or just replace 136:139 in it with this:

    Metal Ore Mine;//name---------------------------------------
    136;//identifier
    -1;//map type to place to -1=any map 0=> type from areas.dat
    0;//plot_object class
    119;//object definition number
    0;//number of objects to be placed
    -1;//location type, 0=random, 1=distance min(parameter1) max(parameter2) from player start, 2=distance min(parameter1) max(parameter2) from object parameter0, 3=coordinates [parameter0, parameter1] (0=min, 1=max) vary location=parameter2
    0.000000;//location parameter0
    0.000000;//location parameter1
    0.000000;//location parameter2
    0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
    20;//particle to shown on radar
    none;//radiate sound
    -1.000000;//time to delete object in milliseconds, -1=don't delete
    4;//trigger event by 0=player click, 1=player near, 2=near or click, 3=map creation (try to avoid any creature specific effects when using this, also does not check conditions), 4=interval parameter1
    2000;//trigger event parameter1
    1;//show help text for conditions
    begin_effects_block;
    You recover some ore from the mine.;//event text
    none;//sound, none for nothing
    2;//vanishes after event, 0=no, but cannot be reused, 1=vanishes, 2=no, and can be reused
    begin_conditions;
    0;//condition
    374.000000;//condition parameter1
    1.000000;//condition parameter2
    0;//condition
    544.000000;//condition parameter0
    0.000000;//condition parameter1
    0;//condition
    545.000000;//condition parameter0
    0.000000;//condition parameter1
    15;//condition
    200.000000;//condition parameter1
    0.000000;//condition parameter2
    end_conditions;
    begin_effects;
    16;//effect number
    367.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    544.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    end_effects_block;
    Reflective Crystal Mine;//name---------------------------------------
    137;//identifier
    -1;//map type to place to -1=any map 0=> type from areas.dat
    0;//plot_object class
    122;//object definition number
    0;//number of objects to be placed
    -1;//location type, 0=random, 1=distance min(parameter1) max(parameter2) from player start, 2=distance min(parameter1) max(parameter2) from object parameter0, 3=coordinates [parameter0, parameter1] (0=min, 1=max) vary location=parameter2
    0.000000;//location parameter0
    0.000000;//location parameter1
    0.000000;//location parameter2
    0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
    20;//particle to shown on radar
    none;//radiate sound
    -1.000000;//time to delete object in milliseconds, -1=don't delete
    4;//trigger event by 0=player click, 1=player near, 2=near or click, 3=map creation (try to avoid any creature specific effects when using this, also does not check conditions), 4=interval parameter1
    2000;//trigger event parameter1
    1;//show help text for conditions
    begin_effects_block;
    You break off some crystal ore with your hammer and harvest it.;//event text
    none;//sound, none for nothing
    2;//vanishes after event, 0=no, but cannot be reused, 1=vanishes, 2=no, and can be reused
    begin_conditions;
    0;//condition
    371.000000;//condition parameter1
    1.000000;//condition parameter2
    0;//condition
    544.000000;//condition parameter0
    0.000000;//condition parameter1
    0;//condition
    545.000000;//condition parameter0
    0.000000;//condition parameter1
    15;//condition
    200.000000;//condition parameter1
    0.000000;//condition parameter2
    end_conditions;
    begin_effects;
    16;//effect number
    369.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    544.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    end_effects_block;
    Precious Ores Mine;//name---------------------------------------
    138;//identifier
    -1;//map type to place to -1=any map 0=> type from areas.dat
    0;//plot_object class
    120;//object definition number
    0;//number of objects to be placed
    -1;//location type, 0=random, 1=distance min(parameter1) max(parameter2) from player start, 2=distance min(parameter1) max(parameter2) from object parameter0, 3=coordinates [parameter0, parameter1] (0=min, 1=max) vary location=parameter2
    0.000000;//location parameter0
    0.000000;//location parameter1
    0.000000;//location parameter2
    0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
    20;//particle to shown on radar
    none;//radiate sound
    -1.000000;//time to delete object in milliseconds, -1=don't delete
    4;//trigger event by 0=player click, 1=player near, 2=near or click, 3=map creation (try to avoid any creature specific effects when using this, also does not check conditions), 4=interval parameter1
    2000;//trigger event parameter1
    1;//show help text for conditions
    begin_effects_block;
    You recover some ore from the mine.;//event text
    none;//sound, none for nothing
    2;//vanishes after event, 0=no, but cannot be reused, 1=vanishes, 2=no, and can be reused
    begin_conditions;
    0;//condition
    374.000000;//condition parameter1
    1.000000;//condition parameter2
    0;//condition
    544.000000;//condition parameter0
    0.000000;//condition parameter1
    0;//condition
    545.000000;//condition parameter0
    0.000000;//condition parameter1
    15;//condition
    200.000000;//condition parameter1
    0.000000;//condition parameter2
    end_conditions;
    begin_effects;
    16;//effect number
    375.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    544.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    end_effects_block;
    Sand Quarry;//name---------------------------------------
    139;//identifier
    -1;//map type to place to -1=any map 0=> type from areas.dat
    0;//plot_object class
    121;//object definition number
    0;//number of objects to be placed
    -1;//location type, 0=random, 1=distance min(parameter1) max(parameter2) from player start, 2=distance min(parameter1) max(parameter2) from object parameter0, 3=coordinates [parameter0, parameter1] (0=min, 1=max) vary location=parameter2
    0.000000;//location parameter0
    0.000000;//location parameter1
    0.000000;//location parameter2
    0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
    20;//particle to shown on radar
    none;//radiate sound
    -1.000000;//time to delete object in milliseconds, -1=don't delete
    4;//trigger event by 0=player click, 1=player near, 2=near or click, 3=map creation (try to avoid any creature specific effects when using this, also does not check conditions), 4=interval parameter1
    2000;//trigger event parameter1
    1;//show help text for conditions
    begin_effects_block;
    You push your shovel into the ground and extract some sand.;//event text
    none;//sound, none for nothing
    2;//vanishes after event, 0=no, but cannot be reused, 1=vanishes, 2=no, and can be reused
    begin_conditions;
    0;//condition
    373.000000;//condition parameter1
    1.000000;//condition parameter2
    0;//condition
    544.000000;//condition parameter0
    0.000000;//condition parameter1
    0;//condition
    545.000000;//condition parameter0
    0.000000;//condition parameter1
    15;//condition
    200.000000;//condition parameter1
    0.000000;//condition parameter2
    end_conditions;
    begin_effects;
    16;//effect number
    93.000000;//parameter1
    5.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    544.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    end_effects_block;
    #
    Klautsche (guest) 11 years ago
    Hi I'm currently playing Notrium and your mod too and its great. I had the same mining problem and changed the file like you said in your last post. However i got over 1000 Metal Ores instantly
    #
    Klautsche (guest) 11 years ago
    Oh and if someone with modding knowledge could tell me what to change so that the werivar can use the Warp-Drill Gun that would be awesome
    #
    TNN17 11 years ago
    Oops, silly me, forgot to save before I exported the code. Try changing the line "4;//trigger event by 0=player click, 1=player near, 2=near or click, 3=map creation (try to avoid any creature specific effects when using this, also does not check conditions), 4=interval parameter1" on each of them to "2" instead and let me know if that fixes it or if I need something a fix that's more substantial.

    Warp-Drill Gun's comparatively simple, in the Items.dat file you'll find it at item 325. Find "Wield Disable Script" and change it to -1. Next, move down to the Use block, you'll see:

    U;//use key
    -1;//quick key
    begin_conditions;
    7;//condition
    5.000000;//condition parameter1
    0.000000;//condition parameter2
    end_conditions;
    begin_effects;
    9;//effect number
    176.000000;//parameter1
    0.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;

    Delete the condition 7 and the two parameter lines. Without these two checks the Werivar should be able to use it just fine.
    #
    Klautsche (guest) 11 years ago
    WOW thank you this made defeating the Planetoid easy (even with the pulse warp gun and 20 turrets and 3 battledroids it was still impossible )
    It's really great that there are still people who bother about this old game (which for me is stll one of the best games ever) and i hope that someday there will be a Notrium 2 with even more things to do (but still keeping the game mechanics, unlike Driftmoon where the fight system and the open world system got changed)
    Greetings from Austria and thanks for the help!
    #
    TNN17 11 years ago
    No worries, have fun.

    I do still have a soft spot for the ol' Notrium, though if things on my newest mod get delayed much more I'll probably look into Driftmoon's modding side and see if it's not worth just moving to the new and improved engine for FM.
    #
    Psionic Tim 11 years ago
    Is this mod still available for download? I can't seem to find a viable download link anywhere. I am a die hard Notrium fan and always loved seeing new mods come out. Well, this mod in particular is one I'd like to play again and would love to see it progress. Helping me play this mod again would be amazing and much appreciated. Long live Notrium!
    #
    INFERNUS 11 years ago
    Mods

    Go to this page.

    Edited 11 years ago
    #
    Toshibler (guest) 8 years ago
    Guys someone should really host this mod again. I love Notrium and the regular Werivar mod but I want... no I NEED MORE.

    Does anyone know a site or something where I can get info about more Notrium mods or Werivar spinoffs?
    #
    MageKing17 8 years ago
    I think this is the last version.
    #
    Emaster 8 years ago
    Used the steam version with this mod.

    When I use any item that increases maximum carrying capacity nothing happens.

    Any ideas how to fix this?
    #
    ville 8 years ago
    Could be a bug in the mod, considering I just fixed the maximum carrying capacity for the Wazzal mod. Or it could be that I broke it for this mod.
    #
    Bladekill1298 8 years ago
    lol good job
    #
    ShadowAngel (guest) 8 years ago
    ville said:
    Could be a bug in the mod, considering I just fixed the maximum carrying capacity for the Wazzal mod. Or it could be that I broke it for this mod.
    Just double checked, everything is fine with this mode, can you pls take a look at it?
    #
    ShadowAngel (guest) 8 years ago
    ShadowAngel (guest) said:
    ville said:
    Could be a bug in the mod, considering I just fixed the maximum carrying capacity for the Wazzal mod. Or it could be that I broke it for this mod.
    Just double checked, everything is fine with this mode, can you pls take a look at it?
    K just found up whats happens. Maximum carrying capacity just not updating till reload. If you save / load then everything is fine.
    #
    ville 8 years ago
    Sounds like a bug alright, will check this out.
    #
    ville 8 years ago
    Found the bug and fixed it!
    #
    taat (guest) 8 years ago
    After all these years, I accidentally found the cave entrance
    Figures
    #
    sm123 7 years ago
    Is this mod still continuing??
    #
    INFERNUS 7 years ago
    I highly doubt it.
    #
    Forum » The Werivar Expansion Mod.
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