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  • The Notrium Modding Library

    White Bear 11 years ago
    Stickied and rules added by Zex 28/12/04

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

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


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

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

    Descripion: Press B (Bullet time) to set slow time on/off. but you can still aim easily.
    Directions: Copy and paste into the items.dat file. Make sure you fix up the ://identifier.
    Code written by: White Bear
    #
    ZeXLR8er 11 years ago
    Type: Item
    Change inventory;//name---------------------------------------
    1;//identifier
    1;//item class
    0.000000;//weight
    Opens a new inventory;//short description
    none;//first pick up text
    0.650000;//size on map
    0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
    0;//particle to shown on radar
    1;//visible in inventory 0=no (can only be used via quick keys), 1=yes
    bar.png;//texture name
    -1;//wielded script,-1=nothing, only applicable for wieldable items
    -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded
    1;//show help text for conditions
    begin_wield_slots;
    end_wield_slots;
    begin_effects_block;
    You open a new inventory;//event text
    none;//event failure text
    use.wav;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    U;//use key
    I;//quick key
    begin_conditions;
    end_conditions;
    begin_effects;
    52;//effect number change inventory to 1
    1.000000;//parameter1
    0.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    62;//effect number force close inventory
    0.000000;//parameter1
    0.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    end_effects_block;
    begin_combinations;
    end_combinations;

    Descripion: A simple little item to change the player's active inventory. Press I to change the inventory.
    Directions: Copy and paste into the items.dat file. Make sure you fix up the ://identifier.
    Code written by: ZeXLR8er
    #
    Casanova 11 years ago
    Type: Item (Binoculars)


    Zoom in;//name---------------------------------------
    1;//identifier
    0;//item class
    0.000000;//weight
    Press Z to zoom in;//short description
    none;//first pick up text
    0.300000;//size on map
    1;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
    0;//particle to shown on radar
    1;//visible in inventory 0=no (can only be used via quick keys), 1=yes
    goggles.png;//texture name
    -1;//wielded script,-1=nothing, only applicable for wieldable items
    -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded
    1;//show help text for conditions
    begin_wield_slots;
    end_wield_slots;
    begin_effects_block;
    none;//event text
    none;//event failure text
    scope.wav;//sound, none for nothing
    1;//vanishes after event, 0=no, 1=yes
    -1;//use key
    Z;//quick key
    begin_conditions;
    end_conditions;
    begin_effects;
    49;//effect number
    -1.000000;//parameter1
    500.000000;//parameter2
    -1.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    28.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    end_effects_block;
    begin_combinations;
    end_combinations;
    Zoom out;//name---------------------------------------
    2;//identifier
    1;//item class
    0.000000;//weight
    Press Z to zoom out;//short description
    none;//first pick up text
    0.300000;//size on map
    1;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
    0;//particle to shown on radar
    1;//visible in inventory 0=no (can only be used via quick keys), 1=yes
    goggles.png;//texture name
    -1;//wielded script,-1=nothing, only applicable for wieldable items
    -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded
    1;//show help text for conditions
    begin_wield_slots;
    end_wield_slots;
    begin_effects_block;
    none;//event text
    none;//event failure text
    scope.wav;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    -1;//use key
    Z;//quick key
    begin_conditions;
    end_conditions;
    begin_effects;
    49;//effect number
    -1.000000;//parameter1
    0.000000;//parameter2
    -1.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    27.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    end_effects_block;
    begin_combinations;
    end_combinations;

    Description: Allows player to view farther away by pressing Z. To change back press Z again.
    Directions: add to items.dat, and give item 1 to the player. Item 2 will be give once zoom is used.
    #
    UberWaffe 11 years ago
    Type: Creature. Fires secondary weapon when enemies are close.

    Code:

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

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


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

    The part that handles the missile launching is in dark red. Basically it checks whether or not the creature (battledroid) is angry. Angry means it is aware of an enemy. Thus it is safe to assume that an enemy is nearby. The timed event is simply to ensure it doesn't fire a constant stream.
    Warning!: Making the time delay long (5+ seconds) could mean that your creature kills its target before firing a missile. I found 1 seconds works well and if you want to limit the amount of missiles, just decrease their lifespan. (Or add a condition that checks for the amount of missiles already on the map.) I made the battledroid VERY powerful but made the parts for it a quest on its own to find.
    #
    MageKing17 11 years ago
    "UberWaffe" said:
    Type: Creature. Fires secondary weapon when enemies are close.

    Code:

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

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


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

    The part that handles the missile launching is in dark red. Basically it checks whether or not the creature (battledroid) is angry. Angry means it is aware of an enemy. Thus it is safe to assume that an enemy is nearby. The timed event is simply to ensure it doesn't fire a constant stream.
    Warning!: Making the time delay long (5+ seconds) could mean that your creature kills its target before firing a missile. I found 1 seconds works well and if you want to limit the amount of missiles, just decrease their lifespan. (Or add a condition that checks for the amount of missiles already on the map.) I made the battledroid VERY powerful but made the parts for it a quest on its own to find.
    You forgot creature 117. What, no missile code? We have to make it ourselves?
    #
    UberWaffe 11 years ago
    Code: Battledroid Missile

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



    BattleDroid Missile;//name---------------------------------------
    117;//identifier
    0;//class
    creature_missile2.png;//texture
    2;//draw layer
    -2;//corpse item number in items.dat, -1=nothing, -2=whole corpse vanishes when dead
    0;//corpse item amount
    1;//attack type, 0=shooting attack, 1=close combat
    18;//particle to show on radar, -1=none
    7;//primary AI tactic from AI_tactic.dat
    7;//secondary AI tactic from AI_tactic.dat
    31;//footstep particle from particles.dat
    20;//die after how many seconds, 0=doesn't die
    -1;//eat item number from items.dat, -1=nothing
    0.700000;//creature size
    1.200000;//creature weight (affects pushing)
    1.350000;//maximum movement speed
    0.675000;//minimum movement speed
    0.000000;//leg animation speed
    0.840000;//turn speed
    0.500000;//inertia level (acceleration/deceleration)
    1;//hide when behind walls
    149;//weapon number
    0.000000;//weapon_x
    0.000000;//weapon_y
    5;//blood particle
    0;//bars visible when player hovers mouse on top
    1.000000;//death animation speed
    1;//creature can move from area to another
    100000.000000;//AI hear range
    50000.000000;//AI see range
    6.000000;//AI see angle
    begin_footstep_sounds
    end_footstep_sounds
    begin_hit_sounds
    end_hit_sounds
    begin_die_sounds
    explosion.wav;//sample name
    end_die_sounds
    begin_eat_block
    end_eat_block
    begin_death_block
    end_death_block
    begin_hit_block
    end_hit_block
    begin_timed_block
    20;//interval in milliseconds
    begin_conditions;
    end_conditions;
    begin_effects;
    27;//effect number
    15.000000;//parameter1
    60.000000;//parameter2
    0.200000;//parameter3
    0.400000;//parameter4
    end_effects;
    end_timed_block
    begin_specialties
    ;//description
    0;//number
    0.000000;//parameter0
    0.000000;//parameter1
    50.000000;//parameter2
    50.000000;//parameter3
    end_specialties

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

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

    Battledroid Missile:
    <!-- m --><a class="postlink" href="http://img142.exs.cx/img142/8830/creaturemissile22qf.png">http://img142.exs.cx/img142/8830/creatu ... le22qf.png</a><!-- m -->

    Battledroid Creature Animation:
    <!-- m --><a class="postlink" href="http://img94.exs.cx/img94/6206/robot12zi.png">http://img94.exs.cx/img94/6206/robot12zi.png</a><!-- m -->

    Battledroid Inventory Icon:
    <!-- m --><a class="postlink" href="http://img50.exs.cx/img50/4084/mrobot10lw.png">http://img50.exs.cx/img50/4084/mrobot10lw.png</a><!-- m -->

    Broken Battledroid Inventory Icon:
    <!-- m --><a class="postlink" href="http://img148.exs.cx/img148/3818/brobot13im.png">http://img148.exs.cx/img148/3818/brobot13im.png</a><!-- m -->

    Bazooka / Missile Launcher:
    <!-- m --><a class="postlink" href="http://img77.exs.cx/img77/5125/bazooka4ng.png">http://img77.exs.cx/img77/5125/bazooka4ng.png</a><!-- m -->


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

    Code: Item - Battledroid Blueprints

    BattleDroid Blueprints;//name---------------------------------------
    273;//identifier
    2;//item class
    0.000000;//weight
    For a Battledroid, you need a laser turret, pulse laser, 3 robot wreckages, 3 computer units, enhanced power armor, 4 energy units and a replicator cell. Press U to construct a Battledroid \ \ For a Bazooka you need 3 energy units, 2 computer chips, a replicator cell, 3 long metal rods, a De/Magnetizer and a motion detector. Press Y to construct the PML.;//short description
    You find a blueprint to building a human military Mark IV BattleDroid. What the hell is such plans doing here? \ \ Most of the text has been ruled out and replaced in a dark red ink, but the drawings clearly show the main components. It seems that the standard parts needed were replaced with somewhat similar items more easily obtainable. \ \ The battledroid might not be up to military standards but will certainly still pack a punch. \ \ As you look at the plans you realise that you can probably use these replicator control systems to construct a missile launcher for yourself. It would take long for it to reload itself but it would pack one hell of a punch.;//first pick up text
    0.350000;//size on map
    0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
    20;//particle to shown on radar
    1;//visible in inventory 0=no (can only be used via quick keys), 1=yes
    blueprints2.png;//texture name
    -1;//wielded script,-1=nothing, only applicable for wieldable items
    -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded
    1;//show help text for conditions
    begin_wield_slots;
    end_wield_slots;
    begin_effects_block;
    With huge effort you combine the parts to create a complete BattleDroid. Combining the four energy units into one advanced unit was hell, not to mention redesigning the replicator cell to be able to do whatever it will be doing. \ \ Looking at your proud accomplishment you stand back and admire it for a moment, smiling at your own skill. It will be heavy to lug around so maybe using it as early as possible would be smart. \ \ Before picking up the battledroid you download the programming on the chip attached to the plans. It seems the Droid will only respond to your DNA once you activate it, making it impossible for anyone else to steal.;//event text
    none;//event failure text
    use.wav;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    U;//use key
    -1;//quick key
    begin_conditions;
    0;//use condition number
    32.000000;//use condition parameter0
    1.000000;//use condition parameter1
    0;//use condition number
    7.000000;//use condition parameter0
    3.000000;//use condition parameter1
    0;//use condition number
    56.000000;//use condition parameter0
    1.000000;//use condition parameter1
    0;//use condition number
    65.000000;//use condition parameter0
    3.000000;//use condition parameter1
    0;//use condition number
    87.000000;//use condition parameter0
    1.000000;//use condition parameter1
    0;//use condition number
    12.000000;//use condition parameter0
    4.000000;//use condition parameter1
    0;//use condition number
    13.000000;//use condition parameter0
    1.000000;//use condition parameter1
    end_conditions;
    begin_effects;
    16;//effect number
    32.000000;//parameter1
    -1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    7.000000;//parameter1
    -3.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    56.000000;//parameter1
    -1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    65.000000;//parameter1
    -3.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    87.000000;//parameter1
    -1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    12.000000;//parameter1
    -4.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    13.000000;//parameter1
    -1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    287.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    With huge effort you combine the parts to create a complete BattleDroid. Combining the four energy units into one advanced unit was hell, not to mention redesigning the replicator cell to be able to do whatever it will be doing. \ \ Looking at your proud accomplishment you stand back and admire it for a moment, smiling at your own skill. It will be heavy to lug around so maybe using it as early as possible would be smart. \ \ Before picking up the battledroid you download the programming on the chip attached to the plans. It seems the Droid will only respond to your DNA once you activate it, making it impossible for anyone else to steal.;//event text
    none;//event failure text
    use.wav;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    Y;//use key
    -1;//quick key
    begin_conditions;
    0;//use condition number
    6.000000;//use condition parameter0
    3.000000;//use condition parameter1
    0;//use condition number
    7.000000;//use condition parameter0
    2.000000;//use condition parameter1
    0;//use condition number
    12.000000;//use condition parameter0
    3.000000;//use condition parameter1
    0;//use condition number
    13.000000;//use condition parameter0
    1.000000;//use condition parameter1
    0;//use condition number
    29.000000;//use condition parameter0
    1.000000;//use condition parameter1
    0;//use condition number
    33.000000;//use condition parameter0
    1.000000;//use condition parameter1
    end_conditions;
    begin_effects;
    16;//effect number
    6.000000;//parameter1
    -3.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    7.000000;//parameter1
    -2.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    12.000000;//parameter1
    -3.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    13.000000;//parameter1
    -1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    29.000000;//parameter1
    -1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    33.000000;//parameter1
    -1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    291.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    end_effects_block;
    begin_combinations;
    end_combinations;

    Battledroid Blueprints Image:
    <!-- m --><a class="postlink" href="http://img110.exs.cx/img110/5343/blueprints24bk.png">http://img110.exs.cx/img110/5343/blueprints24bk.png</a><!-- m -->

    Now for the Bazooka code...

    Code: Item - Bazooka

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

    Plasma Missile Launcher;//name---------------------------------------
    291;//identifier
    0;//item class
    27.500000;//weight
    The plasma missile launcher is a heavy weapon that uses an in-built replicator to produce the homing missiles it fires. Although devastating and long range the replicator takes a long time to construct a rocket, thus resulting in a massive reload time.;//short description
    none;//first pick up text
    0.350000;//size on map
    1;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
    20;//particle to shown on radar
    1;//visible in inventory 0=no (can only be used via quick keys), 1=yes
    bazooka.png;//texture name
    -1;//wielded script,-1=nothing, only applicable for wieldable items
    -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded
    1;//show help text for conditions
    begin_wield_slots;
    end_wield_slots;
    begin_effects_block;
    Rocket Rampage!!;//event text
    none;//event failure text
    use.wav;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    U;//use key
    -1;//quick key
    begin_conditions;
    end_conditions;
    begin_effects;
    9;//effect number
    152.000000;//parameter1
    0.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    end_effects_block;
    begin_combinations;
    end_combinations;

    The weapon code for the bazooka:
    Plasma Missile Launcher;//name---------------------------------------
    152;//identifier
    0;//class
    invisible.png;//bullet texture
    1;//bullets at one shot
    0;//stop at hit 0=stop where hit, 1=don't stop
    3.000000;//bullet size
    0.000000;//spread
    2.400000;//bullet speed
    400.000000;//time until bullet disappears
    25000;//fire rate
    0;//trace 0=no trace, 1=blue beam, 2=bullet trace, 3=red beam, 4=green beam, 5=yellow beam
    -1;//hit visual effect colour, -1=nothing 0=?, 1=red, 2=green, 3=blue
    -1;//hit visual effect particle, -1=nothing, 0=>particle from particles.dat
    none;//hit effect sound
    0.000000;//push target back
    0.100000;//push shooter back
    bazooka.wav;//fire sound
    laser_hit.wav;//hit sound
    1.000000;//AI hear volume, the amount of anger the AI gets when it hears the weapon
    begin_wield_conditions;
    end_wield_conditions;
    begin_fire_effects;
    10;//effect number
    117.000000;//parameter1
    -1.000000;//parameter2
    -1.000000;//parameter3
    -1.000000;//parameter4
    end_fire_effects;
    begin_hit_effects;
    end_hit_effects;

    And:

    Code: Item - Broken Battledroid

    Broken BattleDroid;//name---------------------------------------
    288;//identifier
    0;//item class
    27.500000;//weight
    A broken BattleDroid, fix it by combining it with a repair unit.;//short description
    none;//first pick up text
    0.350000;//size on map
    1;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
    20;//particle to shown on radar
    1;//visible in inventory 0=no (can only be used via quick keys), 1=yes
    brobot1.png;//texture name
    -1;//wielded script,-1=nothing, only applicable for wieldable items
    -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded
    1;//show help text for conditions
    begin_wield_slots;
    end_wield_slots;
    begin_effects_block;
    You try to activate it only to hear electric sparks...;//event text
    none;//event failure text
    use.wav;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    U;//use key
    -1;//quick key
    begin_conditions;
    end_conditions;
    begin_effects;
    end_effects;
    end_effects_block;
    begin_combinations;
    1;//discard this item after combine
    84;//combines with
    1;//discard that item after combine
    8;//combine time
    1;//can be broken up
    begin_items_given;
    287;//result of combine
    1;//amount to give
    end_items_given;
    end_combinations;

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

    Now the weapons:

    Code: Weapons - All battledroid weapons and the missile weapons

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

    And hopefully that is the end to an EXTREMELY long post.
    Btw. Is this long post considered spamming? I don't want to get ruffled for being overly generous.
    #
    B0rsuk 11 years ago
    plot_object - Advanced Spawner
    ---------------------------
    plot_objects.dat entry

     
    Smart Spawner: Healing Plant;//name---------------------------------------
    9;//identifier
    0;//map type to place to -1=any map 0=> type from areas.dat
    0;//plot_object class
    0;//object definition number
    0;//number of objects to be placed
    0;//location type, 0=random, 1=distance min(parameter1) max(parameter2) from player start, 2=distance min(parameter1) max(parameter2) from object parameter0, 3=coordinates [parameter0, parameter1] (0=min, 1=max) vary location=parameter2
    0.000000;//location parameter0
    0.000000;//location parameter1
    0.000000;//location parameter2
    0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
    20;//particle to shown on radar
    none;//radiate sound
    -1.000000;//time to delete object in milliseconds, -1=don't delete
    4;//trigger event by 0=player click, 1=player near, 2=near or click, 3=map creation (try to avoid any creature specific effects when using this, also does not check conditions), 4=interval parameter1
    3500;//trigger event parameter1
    0;//show help text for conditions
    begin_effects_block;
    none;//event text
    none;//sound, none for nothing
    2;//vanishes after event, 0=no, but cannot be reused, 1=vanishes, 2=no, and can be reused
    begin_conditions;
    30;//condition
    3.000000;//condition parameter0
    2.000000;//condition parameter1
    end_conditions;
    begin_effects;
    10;//effect number
    3.000000;//parameter1
    2.000000;//parameter2
    -1.000000;//parameter3
    -1.000000;//parameter4
    end_effects;
    end_effects_block;

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


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

    --------------------
    terrain_types.dat entry

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



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

    -------------------------------
    sides.dat entries

    Absolutely Neutral;//name
    2;//identifier
    start_hostile_sides
    end_hostile_sides
    Absolutely Neutral 3;//name
    3;//identifier
    start_hostile_sides
    end_hostile_sides

    -------------------------------
    AI_tactic.dat entry

    Always Roam;//tactic name
    7;//identifier
    begin_levels;
    10;//anger level size
    1;//action
    0;//parameter0
    0;//can hit enemies
    1;//can eat
    end_levels;


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

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

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

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

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

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

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

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

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

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

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

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

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

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


    Code written by: B0rsuk
    #
    B0rsuk 11 years ago
    Small, simple, yet very useful item.

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

    This part goes to items.dat
     
    Help Screen;//name---------------------------------------
    1;//identifier
    2;//item class
    0.000000;//weight
    Use this item to bring up Help Screen.(Quick Key: o);//short description
    none;//first pick up text
    0.350000;//size on map
    0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
    20;//particle to shown on radar
    1;//visible in inventory 0=no (can only be used via quick keys), 1=yes
    qkeycard.png;//texture name
    -1;//wielded script,-1=nothing, only applicable for wieldable items
    -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded
    1;//show help text for conditions
    begin_wield_slots;
    end_wield_slots;
    begin_effects_block;
    none;//event text
    none;//event failure text
    none;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    U;//use key
    O;//quick key
    begin_conditions;
    end_conditions;
    begin_effects;
    25;//effect number
    2.000000;//parameter1
    0.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    end_effects_block;
    begin_combinations;
    end_combinations;


    And this one to animation.dat

    Help Screen;//name-----------------------------------
    2;//identifier
    plain_back.jpg;//texture
    1;//frames
    This is the HELP screen (o).;
    200;//text_y
    0;//start_x
    0;//start_y
    1024;//end_x
    768;//end_y


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

    Instructions
    Simply place these two parts of code where they belong. Make sure effect parameter number from item.dat (2 in this case) matches the number of animation identifier in animation.dat (2 iin this case).
    Use as help screen or credits, if you don't want to force player to see them.
    You can either place your text in animation.dat, or prepare some fancy image with letters on it. The first way is faster, the second looks better and you can use any font.
    Code written by: B0rsuk
    #
    slyvena 11 years ago
    Here is a alien that could be used for test purposes in mods

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


    Happy modding!!!
    #
    Inane 10 years ago
    Okay, since I like the idea of this thread, I shall revive it!
    Type: Incomplete enemy
    With:
    How to make a creature have energy based weapons! (And to have the energy recharge)
    Added commentary

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

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

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



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

    If you want the ammount of energy left visible, set visible bars up to 2 rather than 1.
    #
    Sherimital 10 years ago
    Type: Multiple (realistic muzzle flash for a gun)

    In light.dat:

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


    In particles.dat:

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


    In weapons.dat:

    Muzzle Fire PPH;//name---------------------------------------
    10;//identifier
    0;//class
    bullet0.png;//bullet texture
    1;//bullets at one shot
    0;//stop at hit 0=stop where hit, 1=don't stop
    0.000000;//bullet size
    0.500000;//spread
    0.140000;//bullet speed
    50.000000;//time until bullet disappears
    500;//fire rate
    0;//trace 0=no trace, 1=blue beam, 2=bullet trace, 3=red beam, 4=green beam, 5=yellow beam
    -1;//hit visual effect colour, -1=nothing 0=?, 1=red, 2=green, 3=blue
    0;//hit visual effect particle, -1=nothing, 0=>particle from particles.dat
    none;//hit effect sound
    0.000000;//push target back
    0.000000;//push shooter back
    none;//fire sound
    none;//hit sound
    0.000000;//AI hear volume, the amount of anger the AI gets when it hears the weapon
    begin_wield_conditions;
    end_wield_conditions;
    begin_fire_effects;
    end_fire_effects;
    begin_hit_effects;
    end_hit_effects;
    Big Muzzle Fire PPH;//name------(alternate, for really big guns)
    11;//identifier
    0;//class
    bullet0.png;//bullet texture
    1;//bullets at one shot
    0;//stop at hit 0=stop where hit, 1=don't stop
    0.000000;//bullet size
    0.500000;//spread
    0.300000;//bullet speed
    100.000000;//time until bullet disappears
    500;//fire rate
    0;//trace 0=no trace, 1=blue beam, 2=bullet trace, 3=red beam, 4=green beam, 5=yellow beam
    -1;//hit visual effect colour, -1=nothing 0=?, 1=red, 2=green, 3=blue
    0;//hit visual effect particle, -1=nothing, 0=>particle from particles.dat
    none;//hit effect sound
    0.000000;//push target back
    0.000000;//push shooter back
    none;//fire sound
    none;//hit sound
    0.000000;//AI hear volume, the amount of anger the AI gets when it hears the weapon
    begin_wield_conditions;
    end_wield_conditions;
    begin_fire_effects;
    end_fire_effects;
    begin_hit_effects;
    end_hit_effects;
    Muzzle Smoke PPH;//name---------------------------------------
    15;//identifier
    0;//class
    bullet0.png;//bullet texture
    1;//bullets at one shot
    0;//stop at hit 0=stop where hit, 1=don't stop
    0.000000;//bullet size
    0.800000;//spread
    0.015000;//bullet speed
    2000.000000;//time until bullet disappears
    500;//fire rate
    0;//trace 0=no trace, 1=blue beam, 2=bullet trace, 3=red beam, 4=green beam, 5=yellow beam
    -1;//hit visual effect colour, -1=nothing 0=?, 1=red, 2=green, 3=blue
    0;//hit visual effect particle, -1=nothing, 0=>particle from particles.dat
    none;//hit effect sound
    0.000000;//push target back
    0.000000;//push shooter back
    none;//fire sound
    none;//hit sound
    0.000000;//AI hear volume, the amount of anger the AI gets when it hears the weapon
    begin_wield_conditions;
    end_wield_conditions;
    begin_fire_effects;
    end_fire_effects;
    begin_hit_effects;
    end_hit_effects;


    Lastly, add to your weapon's effects:

    27;//effect number
    3.000000;//parameter1
    50.000000;//parameter2
    0.500000;//parameter3
    0.550000;//parameter4
    26;//effect number
    10.000000;//parameter1
    2.000000;//parameter2 amount of yellow in flash
    10.000000;//parameter3
    0.000000;//parameter4
    26;//effect number
    11.000000;//parameter1
    4.000000;//parameter2 amount of white in flash
    10.000000;//parameter3
    0.000000;//parameter4
    26;//effect number
    15.000000;//parameter1
    3.000000;//parameter2 amount of smoke
    15.000000;//parameter3
    0.000000;//parameter4



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

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

    Code written by: Sherimital



    PS) This must be the longest damn forum page I've _ever_seen_.
    #
    MageKing17 10 years ago
    Hmm, I need to hunt down the Bacon Ray code I wrote once for Grimsy.

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

    Ah, here it is.

    I sent this to Grimsy in a PM.

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



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

    For creatures.dat:

    Pig;//name---------------------------------------
    96;//identifier
    0;//class
    ANY_CREATURE_WITH_A_DEATH_ANIMATION_INVOLVING_BACON.png;//texture
    1;//draw layer
    210;//corpse item number in items.dat, -1=nothing, -2=whole corpse vanishes when dead
    1;//corpse item amount
    1;//attack type, 0=shooting attack, 1=close combat
    -1;//particle to show on radar, -1=none
    0;//primary AI tactic from AI_tactic.dat
    0;//secondary AI tactic from AI_tactic.dat
    3;//footstep particle from particles.dat
    .01;//die after how many seconds, 0=doesn't die
    -1;//eat item number from items.dat, -1=nothing
    1.000000;//creature size
    1.000000;//creature weight (affects pushing)
    0.000000;//maximum movement speed
    0.000000;//minimum movement speed
    1.000000;//leg animation speed
    1.000000;//turn speed
    1.000000;//inertia level (acceleration/deceleration)
    1;//hide when behind walls
    0;//weapon number
    0.000000;//weapon_x
    0.000000;//weapon_y
    0;//blood particle
    0;//bars visible when player hovers mouse on top
    10.000000;//death animation speed
    1;//creature can move from area to another
    1000.000000;//AI hear range
    500.000000;//AI see range
    4.000000;//AI see angle
    begin_footstep_sounds
    end_footstep_sounds
    begin_hit_sounds
    end_hit_sounds
    begin_die_sounds
    end_die_sounds
    begin_eat_block
    end_eat_block
    begin_death_block
    end_death_block
    begin_hit_block
    end_hit_block
    begin_timed_block
    end_timed_block
    begin_specialties
    ;//description
    0;//number
    0.000000;//parameter0
    0.000000;//parameter1
    100.000000;//parameter2
    100.000000;//parameter3
    end_specialties


    For items.dat

    Bacon;//name---------------------------------------
    210;//identifier
    1;//item class
    4.000000;//weight
    Tasty bacon!;//short description
    Hmm. The creature appears to have turned into bacon.;//first pick up text
    0.400000;//size on map
    0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
    20;//particle to shown on radar
    1;//visible in inventory 0=no (can only be used via quick keys), 1=yes
    BACON.png;//texture name
    -1;//wielded script,-1=nothing, only applicable for wieldable items
    -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded
    1;//show help text for conditions
    begin_wield_slots;
    end_wield_slots;
    begin_effects_block;
    Yummy!;//event text
    You are already full.;//event failure text
    use.wav;//sound, none for nothing
    1;//vanishes after event, 0=no, 1=yes
    U;//use key
    -1;//quick key
    begin_conditions;
    end_conditions;
    begin_effects;
    4;//effect number
    30.000000;//parameter1
    0.000000;//parameter2
    4.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    end_effects_block;
    begin_combinations;
    end_combinations;
    Bacon Ray(tm);//name---------------------------------------
    211;//identifier
    7;//item class
    9.000000;//weight
    IT'S THE BACON RAY(tm)!.;//short description
    none;//first pick up text
    0.400000;//size on map
    1;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
    20;//particle to shown on radar
    1;//visible in inventory 0=no (can only be used via quick keys), 1=yes
    BACONRAY.png;//texture name
    -1;//wielded script,-1=nothing, only applicable for wieldable items
    -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded
    1;//show help text for conditions
    begin_wield_slots;
    0;//wield slot number
    end_wield_slots;
    begin_effects_block;
    Let's fry something!;//event text
    none;//event failure text
    use.wav;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    U;//use key
    -1;//quick key
    begin_conditions;
    end_conditions;
    begin_effects;
    9;//effect number
    83.000000;//parameter1
    0.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    end_effects_block;
    begin_combinations;
    end_combinations;


    For weapons.dat:

    Bacon Ray(tm);//name---------------------------------------
    83;//identifier
    0;//class
    bullet0.png;//bullet texture
    1;//bullets at one shot
    0;//stop at hit 0=stop where hit, 1=don't stop
    0.000000;//bullet size
    0.000000;//spread
    1.000000;//bullet speed
    10.000000;//time until bullet disappears
    100;//fire rate
    1;//trace 0=no trace, 1=blue beam, 2=bullet trace, 3=red beam, 4=green beam, 5=yellow beam
    -1;//hit visual effect colour, -1=nothing 0=?, 1=red, 2=green, 3=blue
    -1;//hit visual effect particle, -1=nothing, 0=>particle from particles.dat
    none;//hit effect sound
    1.000000;//push target back
    0.000000;//push shooter back
    gun0.wav;//fire sound
    BACON_ZAP.wav;//hit sound
    1.000000;//AI hear volume, the amount of anger the AI gets when it hears the weapon
    begin_wield_conditions;
    3;//condition
    1.000000;//condition parameter0
    2.500000;//condition parameter1
    end_wield_conditions;
    begin_fire_effects;
    4;//effect number
    -2.500000;//parameter1
    0.000000;//parameter2
    1.000000;//parameter3
    0.000000;//parameter4
    end_fire_effects;
    begin_hit_effects;
    15;//effect number
    96.000000;//parameter1
    -1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_hit_effects;
    #
    Redemption 10 years ago
    Type = Item
    Steal . . . ;//name---------------------------------------
    212;//identifier
    0;//item class
    0.000000;//weight
    Take enemies over.;//short description
    he he he . . .;//first pick up text
    0.350000;//size on map
    2;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
    20;//particle to shown on radar
    1;//visible in inventory 0=no (can only be used via quick keys), 1=yes
    charger.png;//texture name
    -1;//wielded script,-1=nothing, only applicable for wieldable items
    -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded
    1;//show help text for conditions
    begin_wield_slots;
    end_wield_slots;
    begin_effects_block;
    He He He . . .;//event text
    Damn!;//event failure text
    use.wav;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    U;//use key
    2;//quick key
    begin_conditions;
    end_conditions;
    begin_effects;
    65;//effect number
    83.000000;//parameter1
    1.000000;//parameter2
    1.000000;//parameter3
    0.000000;//parameter4
    50;//effect number
    1.000000;//parameter1
    0.000000;//parameter2
    50.000000;//parameter3
    -2.000000;//parameter4
    end_effects;
    oh...;//event text
    Damn!;//event failure text
    use.wav;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    U;//use key
    1;//quick key
    begin_conditions;
    end_conditions;
    begin_effects;
    49;//effect number
    -1.000000;//parameter1
    0.000000;//parameter2
    -1.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    cool ! ;//event text
    Damn!;//event failure text
    use.wav;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    U;//use key
    3;//quick key
    begin_conditions;
    end_conditions;
    begin_effects;
    65;//effect number
    84.000000;//parameter1
    1.000000;//parameter2
    1.000000;//parameter3
    0.000000;//parameter4
    50;//effect number
    1.000000;//parameter1
    0.000000;//parameter2
    500.000000;//parameter3
    -2.000000;//parameter4
    end_effects;
    Boom headshot! ;//event text
    Damn!;//event failure text
    use.wav;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    U;//use key
    4;//quick key
    begin_conditions;
    end_conditions;
    begin_effects;
    65;//effect number
    85.000000;//parameter1
    1.000000;//parameter2
    1.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    Betrayal...;//event text
    Damn!;//event failure text
    use.wav;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    U;//use key
    5;//quick key
    begin_conditions;
    end_conditions;
    begin_effects;
    65;//effect number
    86.000000;//parameter1
    1.000000;//parameter2
    1.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    end_effects_block;
    begin_combinations;
    end_combinations;


    Neccesary weapons
    Take over;//name---------------------------------------
    83;//identifier
    1;//class
    qbullet.png;//bullet texture
    1;//bullets at one shot
    0;//stop at hit 0=stop where hit, 1=don't stop
    1.500000;//bullet size
    0.00000;//spread
    69.400000;//bullet speed
    500.000000;//time until bullet disappears
    350;//fire rate
    5;//trace 0=no trace, 1=blue beam, 2=bullet trace, 3=red beam, 4=green beam, 5=yellow beam
    1;//hit visual effect colour, -1=nothing 0=?, 1=red, 2=green, 3=blue
    0;//hit visual effect particle, -1=nothing, 0=>particle from particles.dat
    none;//hit effect sound
    0.300000;//push target back
    0.000000;//push shooter back
    ballistic2.wav;//fire sound
    bimpact.wav;//hit sound
    0.000000;//AI hear volume, the amount of anger the AI gets when it hears the weapon
    begin_wield_conditions;
    end_wield_conditions;
    begin_fire_effects;
    end_fire_effects;
    begin_hit_effects;
    49;//effect number
    0.000000;//parameter1
    0.000000;//parameter2
    -1.000000;//parameter3
    -0.000000;//parameter4
    50;//effect number
    1.000000;//parameter1
    0.000000;//parameter2
    500.000000;//parameter3
    -1.000000;//parameter4
    end_hit_effects;
    Take over2;//name---------------------------------------
    84;//identifier
    1;//class
    qbullet.png;//bullet texture
    1;//bullets at one shot
    0;//stop at hit 0=stop where hit, 1=don't stop
    1.500000;//bullet size
    0.00000;//spread
    69.400000;//bullet speed
    500.000000;//time until bullet disappears
    350;//fire rate
    5;//trace 0=no trace, 1=blue beam, 2=bullet trace, 3=red beam, 4=green beam, 5=yellow beam
    1;//hit visual effect colour, -1=nothing 0=?, 1=red, 2=green, 3=blue
    0;//hit visual effect particle, -1=nothing, 0=>particle from particles.dat
    none;//hit effect sound
    0.000000;//push target back
    0.000000;//push shooter back
    ballistic2.wav;//fire sound
    bimpact.wav;//hit sound
    0.000000;//AI hear volume, the amount of anger the AI gets when it hears the weapon
    begin_wield_conditions;
    end_wield_conditions;
    begin_fire_effects;
    end_fire_effects;
    begin_hit_effects;
    49;//effect number
    0.000000;//parameter1
    0.000000;//parameter2
    -1.000000;//parameter3
    -0.000000;//parameter4
    end_hit_effects;
    Kill;//name---------------------------------------
    85;//identifier
    1;//class
    qbullet.png;//bullet texture
    1;//bullets at one shot
    0;//stop at hit 0=stop where hit, 1=don't stop
    1.500000;//bullet size
    0.00000;//spread
    69.400000;//bullet speed
    500.000000;//time until bullet disappears
    350;//fire rate
    5;//trace 0=no trace, 1=blue beam, 2=bullet trace, 3=red beam, 4=green beam, 5=yellow beam
    1;//hit visual effect colour, -1=nothing 0=?, 1=red, 2=green, 3=blue
    0;//hit visual effect particle, -1=nothing, 0=>particle from particles.dat
    none;//hit effect sound
    0.000000;//push target back
    0.000000;//push shooter back
    ballistic2.wav;//fire sound
    bimpact.wav;//hit sound
    0.000000;//AI hear volume, the amount of anger the AI gets when it hears the weapon
    begin_wield_conditions;
    end_wield_conditions;
    begin_fire_effects;
    end_fire_effects;
    begin_hit_effects;
    31;//effect number
    0.000000;//parameter1
    0.000000;//parameter2
    -1.000000;//parameter3
    -0.000000;//parameter4
    end_hit_effects;
    Side Change;//name---------------------------------------
    86;//identifier
    1;//class
    qbullet.png;//bullet texture
    1;//bullets at one shot
    0;//stop at hit 0=stop where hit, 1=don't stop
    1.500000;//bullet size
    0.00000;//spread
    69.400000;//bullet speed
    500.000000;//time until bullet disappears
    350;//fire rate
    5;//trace 0=no trace, 1=blue beam, 2=bullet trace, 3=red beam, 4=green beam, 5=yellow beam
    1;//hit visual effect colour, -1=nothing 0=?, 1=red, 2=green, 3=blue
    0;//hit visual effect particle, -1=nothing, 0=>particle from particles.dat
    none;//hit effect sound
    0.000000;//push target back
    0.000000;//push shooter back
    ballistic2.wav;//fire sound
    bimpact.wav;//hit sound
    0.000000;//AI hear volume, the amount of anger the AI gets when it hears the weapon
    begin_wield_conditions;
    end_wield_conditions;
    begin_fire_effects;
    end_fire_effects;
    begin_hit_effects;
    22;//effect number
    14.000000;//parameter1
    -1.000000;//parameter2
    5.000000;//parameter3
    -0.000000;//parameter4
    end_hit_effects;


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


    Desciption: Take control of enemies.
    Directions: Copy and paste into neccesary .dat files, press 1 to attach camera to yourself, press 2 to attach camera to nearest enemy, 3 to attach camera to nearest enemy and take control of them, 4 to kill closest enemy, 5 to change team of nearest enemy.
    Code written by: Redemption
    #
    Redemption 10 years ago
    Type: Script

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


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


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


    Description:
    When player fires weapons the mouse will shake.

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

    Code written by Redemption.
    #
    Redemption 10 years ago
    I might start posting here every fortnight...

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

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


    Description: Gore effect.
    Directions: Copy and paste into particles.dat, You need a gore texture and a bloodsplat texture.
    #
    Redemption 10 years ago
    Type: Weapon

    Weapons.dat
    Rocket Launcher;//name---------------------------------------
    10;//identifier
    4;//class
    qfbullet.png;//bullet texture
    0;//bullets at one shot
    0;//stop at hit 0=stop where hit, 1=don't stop
    3.900000;//bullet size
    0.002000;//spread
    0.900000;//bullet speed
    500.000000;//time until bullet disappears
    600;//fire rate
    2;//trace 0=no trace, 1=blue beam, 2=bullet trace, 3=red beam, 4=green beam, 5=yellow beam
    1;//hit visual effect colour, -1=nothing 0=?, 1=red, 2=green, 3=blue
    0;//hit visual effect particle, -1=nothing, 0=>particle from particles.dat
    none;//hit effect sound
    -0.000000;//push target back
    -0.011000;//push shooter back
    ballistic.wav;//fire sound
    explode.wav;//hit sound
    0.300000;//AI hear volume, the amount of anger the AI gets when it hears the weapon
    begin_wield_conditions;
    24;//condition
    6.000000;//condition parameter0
    1.000000;//condition parameter1
    end_wield_conditions;
    begin_fire_effects;
    10;//effect number
    8.000000;//parameter1
    4.000000;//parameter2
    -1.000000;//parameter3
    -1.000000;//parameter4
    4;//effect number
    15.400000;//parameter1
    1.000000;//parameter2
    3.000000;//parameter3
    0.000000;//parameter4
    44;//effect number
    -1.000000;//parameter1
    1.000000;//parameter2
    6.000000;//parameter3
    0.000000;//parameter4
    end_fire_effects;
    begin_hit_effects;
    end_hit_effects;


    Rocket Explode;//name---------------------------------------
    16;//identifier
    0;//class
    plasma.png;//bullet texture
    55;//bullets at one shot
    1;//stop at hit 0=stop where hit, 1=don't stop
    4.500000;//bullet size
    8.000000;//spread
    0.800000;//bullet speed
    140.000000;//time until bullet disappears
    10000000;//fire rate
    2;//trace 0=no trace, 1=blue beam, 2=bullet trace, 3=red beam, 4=green beam, 5=yellow beam
    1;//hit visual effect colour, -1=nothing 0=?, 1=red, 2=green, 3=blue
    0;//hit visual effect particle, -1=nothing, 0=>particle from particles.dat
    none;//hit effect sound
    0.03000;//push target back
    0.000000;//push shooter back
    explode.wav;//fire sound
    claws0.wav;//hit sound
    0.000000;//AI hear volume, the amount of anger the AI gets when it hears the weapon
    begin_wield_conditions;
    end_wield_conditions;
    begin_fire_effects;
    31;//effect number
    -4.44000;//parameter1
    0.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_fire_effects;
    begin_hit_effects;
    4;//effect number
    -4.02000;//parameter1
    0.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    26;//effect number
    0.000;//parameter1
    3.000000;//parameter2
    16.000000;//parameter3
    0.000000;//parameter4
    26;//effect number
    0.000;//parameter1
    3.000000;//parameter2
    17.000000;//parameter3
    0.000000;//parameter4
    26;//effect number
    0.000;//parameter1
    3.000000;//parameter2
    18.000000;//parameter3
    0.000000;//parameter4
    end_hit_effects;


    Take outSuicide;//name---------------------------------------               Suicide (kills when fired) [With damage]
    17;//identifier
    0;//class
    invis.png;//bullet texture
    1;//bullets at one shot
    1;//stop at hit 0=stop where hit, 1=don't stop
    4.500000;//bullet size
    0.100000;//spread
    0.600000;//bullet speed
    50.000000;//time until bullet disappears
    10;//fire rate
    2;//trace 0=no trace, 1=blue beam, 2=bullet trace, 3=red beam, 4=green beam, 5=yellow beam
    1;//hit visual effect colour, -1=nothing 0=?, 1=red, 2=green, 3=blue
    0;//hit visual effect particle, -1=nothing, 0=>particle from particles.dat
    none;//hit effect sound
    0.03000;//push target back
    0.000000;//push shooter back
    explode.wav;//fire sound
    claws0.wav;//hit sound
    0.000000;//AI hear volume, the amount of anger the AI gets when it hears the weapon
    begin_wield_conditions;
    end_wield_conditions;
    begin_fire_effects;
    31;//effect number
    -4.44000;//parameter1
    0.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_fire_effects;
    begin_hit_effects;
    4;//effect number
    -9.800000;//parameter1
    0.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_hit_effects;


    creatures.dat
    Player rocket;//name---------------------------------------
    8;//identifier
    2;//class
    creature_missile.png;//texture
    2;//draw layer
    -2;//corpse item number in items.dat, -1=nothing, -2=whole corpse vanishes when dead
    0;//corpse item amount
    1;//attack type, 0=shooting attack, 1=close combat
    -1;//particle to show on radar, -1=none
    0//primary AI tactic from AI_tactic.dat
    0;//secondary AI tactic from AI_tactic.dat
    -1;//footstep particle from particles.dat
    2;//die after how many seconds, 0=doesn't die
    -1;//eat item number from items.dat, -1=nothing
    0.90000;//creature size
    0.100000;//creature weight (affects pushing)
    2.30000;//maximum movement speed
    2.300000;//minimum movement speed
    0.900000;//leg animation speed
    0.020000;//turn speed
    0.400000;//inertia level (acceleration/deceleration)
    0;//hide when behind walls
    17;//weapon number
    0.000000;//weapon_x
    0.000000;//weapon_y
    2;//blood particle
    0;//bars visible when player hovers mouse on top
    1.20000;//death animation speed
    1;//creature can move from area to another
    1000.000000;//AI hear range
    500.000000;//AI see range
    4.000000;//AI see angle
    begin_footstep_sounds
    end_footstep_sounds
    begin_hit_sounds
    grunt0.wav;//sample name
    grunt1.wav;//sample name
    grunt2.wav;//sample name
    end_hit_sounds
    begin_die_sounds
    grunt0.wav;//sample name
    grunt1.wav;//sample name
    grunt2.wav;//sample name
    end_die_sounds
    begin_eat_block
    end_eat_block
    begin_death_block
    0;//death type, 0=any death, 1=timed death, 2=killed by player
    begin_conditions;
    end_conditions;
    begin_effects;
    24;//effect number
    16.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    end_death_block
    begin_hit_block
    end_hit_block
    begin_timed_block
    end_timed_block
    begin_specialties
    ;//description
    0;//number
    0.000000;//parameter0
    0.000000;//parameter1
    105.0000;//parameter2
    105.0000;//parameter3
    Fire;//description
    2;//number
    10.000000;//parameter0
    0.250000;//parameter1
    1.000000;//parameter2
    1.000000;//parameter3
    end_specialties


    Description: Rocket Launcher with splash damage.

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

    Code Written by: Redemption.
    #
    MageKing17 10 years ago
    From what I can tell, that looks needlessly complicated. Couldn't it be done with two weapons, rather than three?
    #
    Redemption 10 years ago
    All the weapons are needed.

    The first drops the rocket creature.
    The second is the rockets explosion.
    The third makes the rocket explode close to the enemy.
    #
    MageKing17 10 years ago
    "Redemption" said:
    All the weapons are needed.

    The first drops the rocket creature.
    The second is the rockets explosion.
    The third makes the rocket explode close to the enemy.
    The second and third can be combined into one.
    #
    Redemption 10 years ago
    Yes, but then the rocket would explode farther away from the enemy, causing less damage.
    #
    MageKing17 10 years ago
    No, it wouldn't. Look, I'm telling you, you only need two weapons, because that's all anyone else ever needed to do a moving projectile.
    #
    Redemption 10 years ago
    It would cause much less damage because the 'Take out suicide" Causes increased damage when it hits and 'Rocket explode" works the same way as the shotgun, the closer you are the more bullets you take, causing less damage.

    Oh, and for my next installment I need a way to create a small delay between executing one effect and the next. There is another way I could do this but it would cause a lot of clutter in the script.
    #
    Redemption 10 years ago
    It's been too long, so I'm going to do this.

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

    It's gonna be a weapon by the way.
    #
    Redemption 10 years ago
    Type: Weapon

    The Weapons:

    In weapons.dat:
    Sword;//name---------------------------------------                                                      De Sword
    37;//identifier
    8;//class
    particle.png;//bullet texture
    1;//bullets at one shot
    0;//stop at hit 0=stop where hit, 1=don't stop
    1.00000;//bullet size
    0.00000;//spread
    1.00000;//bullet speed
    0.000000;//time until bullet disappears
    700;//fire rate
    0;//trace 0=no trace, 1=blue beam, 2=bullet trace, 3=red beam, 4=green beam, 5=yellow beam
    -1;//hit visual effect colour, -1=nothing 0=?, 1=red, 2=green, 3=blue
    0;//hit visual effect particle, -1=nothing, 0=>particle from particles.dat
    none;//hit effect sound
    -0.0000;//push target back
    0.000000;//push shooter back
    claws0.wav;//fire sound
    claws0_hit.wav;//hit sound
    0.000000;//AI hear volume, the amount of anger the AI gets when it hears the weapon
    begin_wield_conditions;
    end_wield_conditions;
    begin_fire_effects;
    29;//effect number
    38.0000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_fire_effects;
    begin_hit_effects;
    end_hit_effects;
    Sword hit;//name--------------------------------------- De Sword's Hit attack
    38;//identifier
    6;//class
    particle.png;//bullet texture
    1;//bullets at one shot
    1;//stop at hit 0=stop where hit, 1=don't stop
    1.00000;//bullet size
    0.00000;//spread
    1.00000;//bullet speed
    30.000000;//time until bullet disappears
    10;//fire rate
    0;//trace 0=no trace, 1=blue beam, 2=bullet trace, 3=red beam, 4=green beam, 5=yellow beam
    -1;//hit visual effect colour, -1=nothing 0=?, 1=red, 2=green, 3=blue
    0;//hit visual effect particle, -1=nothing, 0=>particle from particles.dat
    none;//hit effect sound
    -0.0000;//push target back
    0.000000;//push shooter back
    claws0.wav;//fire sound
    claws0_hit.wav;//hit sound
    0.000000;//AI hear volume, the amount of anger the AI gets when it hears the weapon
    begin_wield_conditions;
    end_wield_conditions;
    begin_fire_effects;
    end_fire_effects;
    begin_hit_effects;
    4;//effect number
    -2.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_hit_effects;


    Now for the Swordentifier:

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


    So you have the bar:

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


    And for the actual effect:

    In scripts.dat:
    Sword;//name
    38;//identifier
    0;//run without calling (set to 0 if you use the script for example as a wield script)
    0;//call position, 0=player location, 1=mouse location
    0;//calling creature 0=player, 1=creature nearest to the mouse, 2=player controlled creature
    3;//run every n milliseconds
    ;//message
    0;//message type, 0=quick message, 1=journal
    none;//sound, none for nothing
    5;//delay script for n seconds after conditions met
    0;//disabled after first use, 0=no, 1=yes
    begin_conditions;
    25;//use condition number
    11.000000;//use condition parameter0
    1.000000;//use condition parameter1
    end_conditions;
    begin_effects;
    17;//effect number
    5.000000;//parameter1
    0.000000;//parameter2
    11.000000;//parameter3
    0.000000;//parameter4
    24;//effect number
    38.000000;//parameter1
    1.000000;//parameter2
    3.000000;//parameter3
    0.550000;//parameter4
    end_effects;
    Drain Swordentifier;//name
    39;//identifier
    1;//run without calling (set to 0 if you use the script for example as a wield script)
    0;//call position, 0=player location, 1=mouse location
    0;//calling creature 0=player, 1=creature nearest to the mouse, 2=player controlled creature
    60;//run every n milliseconds
    ;//message
    0;//message type, 0=quick message, 1=journal
    none;//sound, none for nothing
    0;//delay script for n seconds after conditions met
    0;//disabled after first use, 0=no, 1=yes
    begin_conditions;
    end_conditions;
    begin_effects;
    44;//effect number
    -1.000000;//parameter1
    1.000000;//parameter2
    11.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    Sword swing 2;//name
    40;//identifier
    1;//run without calling (set to 0 if you use the script for example as a wield script)
    0;//call position, 0=player location, 1=mouse location
    0;//calling creature 0=player, 1=creature nearest to the mouse, 2=player controlled creature
    3;//run every n milliseconds
    ;//message
    0;//message type, 0=quick message, 1=journal
    none;//sound, none for nothing
    0;//delay script for n seconds after conditions met
    0;//disabled after first use, 0=no, 1=yes
    begin_conditions;
    38;//use condition number
    11.000000;//use condition parameter0
    4.000000;//use condition parameter1
    end_conditions;
    begin_effects;
    24;//effect number
    38.000000;//parameter1
    1.000000;//parameter2
    3.000000;//parameter3
    0.300000;//parameter4
    end_effects;
    Sword swing 3;//name
    41;//identifier
    1;//run without calling (set to 0 if you use the script for example as a wield script)
    0;//call position, 0=player location, 1=mouse location
    0;//calling creature 0=player, 1=creature nearest to the mouse, 2=player controlled creature
    3;//run every n milliseconds
    ;//message
    0;//message type, 0=quick message, 1=journal
    none;//sound, none for nothing
    0;//delay script for n seconds after conditions met
    0;//disabled after first use, 0=no, 1=yes
    begin_conditions;
    38;//use condition number
    11.000000;//use condition parameter0
    3.000000;//use condition parameter1
    end_conditions;
    begin_effects;
    24;//effect number
    38.000000;//parameter1
    1.000000;//parameter2
    3.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    Sword swing 4;//name
    42;//identifier
    1;//run without calling (set to 0 if you use the script for example as a wield script)
    0;//call position, 0=player location, 1=mouse location
    0;//calling creature 0=player, 1=creature nearest to the mouse, 2=player controlled creature
    3;//run every n milliseconds
    ;//message
    0;//message type, 0=quick message, 1=journal
    none;//sound, none for nothing
    0;//delay script for n seconds after conditions met
    0;//disabled after first use, 0=no, 1=yes
    begin_conditions;
    38;//use condition number
    11.000000;//use condition parameter0
    -2.000000;//use condition parameter1
    end_conditions;
    begin_effects;
    24;//effect number
    38.000000;//parameter1
    1.000000;//parameter2
    3.000000;//parameter3
    0.200000;//parameter4
    end_effects;
    Sword swing 5;//name
    43;//identifier
    1;//run without calling (set to 0 if you use the script for example as a wield script)
    0;//call position, 0=player location, 1=mouse location
    0;//calling creature 0=player, 1=creature nearest to the mouse, 2=player controlled creature
    3;//run every n milliseconds
    ;//message
    0;//message type, 0=quick message, 1=journal
    none;//sound, none for nothing
    0;//delay script for n seconds after conditions met
    0;//disabled after first use, 0=no, 1=yes
    begin_conditions;
    38;//use condition number
    11.000000;//use condition parameter0
    1.000000;//use condition parameter1
    end_conditions;
    begin_effects;
    24;//effect number
    38.000000;//parameter1
    1.000000;//parameter2
    3.000000;//parameter3
    -0.400000;//parameter4
    end_effects;


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

    In Drain swordentifier to a higher/lower number.

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

    Code written by: Me.
    #
    Redemption 9 years ago
    Type: Simple Injury System

    bars.dat
    These are the two bars you need to add.
    Blood;//name
    13;//identifier
    0;//bar type, 0=normal, 1=show body temperature, 2=show number of items parameter0, 3=show wielded weapon ammo, 4=show armor, 5=show carry weight, 6=show seconds from game start
    0;//parameter0
    1;//visible (only applicable for player's bars)
    0;//visible on enemies
    0;//show number
    3;//anchor point (0=left top, 1=right top, 2=left bottom, 3=right bottom)
    -250;//location x, pixels from anchor point
    -35;//location y, pixels from anchor point
    gore.png;//bar picture
    none;//background picture
    0;//background picture x offset
    0;//background picture y offset
    0;//background picture width
    0;//background picture height
    0.7;//height
    -200;//length in pixels for maximum (negative = bar increases to left)
    1.5;//red color component for minimum
    0;//green color component for minimum
    0;//blue color component for minimum
    1.5;//red color component for maximum
    0;//green color component for maximum
    0;//blue color component for maximum
    Is injured;//name
    14;//identifier
    0;//bar type, 0=normal, 1=show body temperature, 2=show number of items parameter0, 3=show wielded weapon ammo, 4=show armor, 5=show carry weight, 6=show seconds from game start
    0;//parameter0
    1;//visible (only applicable for player's bars)
    1;//visible on enemies
    1;//show number
    3;//anchor point (0=left top, 1=right top, 2=left bottom, 3=right bottom)
    -250;//location x, pixels from anchor point
    -80;//location y, pixels from anchor point
    bar.png;//bar picture
    none;//background picture
    0;//background picture x offset
    0;//background picture y offset
    0;//background picture width
    0;//background picture height
    1;//height
    -200;//length in pixels for maximum (negative = bar increases to left)
    1;//red color component for minimum
    1;//green color component for minimum
    0;//blue color component for minimum
    1;//red color component for maximum
    0;//green color component for maximum
    1;//blue color component for maximum


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


    scripts.dat
    Restore blood to 0;//name    // prevents negative numbers
    44;//identifier
    1;//run without calling (set to 0 if you use the script for example as a wield script)
    0;//call position, 0=player location, 1=mouse location
    0;//calling creature 0=player, 1=creature nearest to the mouse, 2=player controlled creature
    6;//run every n milliseconds
    ;//message
    0;//message type, 0=quick message, 1=journal
    none;//sound, none for nothing
    0;//delay script for n seconds after conditions met
    0;//disabled after first use, 0=no, 1=yes
    begin_conditions;
    25;//use condition number
    13.000000;//use condition parameter0
    0.000000;//use condition parameter1
    end_conditions;
    begin_effects;
    17;//effect number
    0.000000;//parameter1
    1.000000;//parameter2
    13.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    Restore blood;//name //Restores your blood
    45;//identifier
    1;//run without calling (set to 0 if you use the script for example as a wield script)
    0;//call position, 0=player location, 1=mouse location
    0;//calling creature 0=player, 1=creature nearest to the mouse, 2=player controlled creature
    80;//run every n milliseconds
    ;//message
    0;//message type, 0=quick message, 1=journal
    none;//sound, none for nothing
    0;//delay script for n seconds after conditions met
    0;//disabled after first use, 0=no, 1=yes
    begin_conditions;
    25;//use condition number
    14.000000;//use condition parameter0
    0.200000;//use condition parameter1
    end_conditions;
    begin_effects;
    44;//effect number
    0.300000;//parameter1
    1.000000;//parameter2
    13.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    Additional Health Drainage While Heavily injured;//Directly affects health when injured 50%
    46;//identifier
    1;//run without calling (set to 0 if you use the script for example as a wield script)
    0;//call position, 0=player location, 1=mouse location
    0;//calling creature 0=player, 1=creature nearest to the mouse, 2=player controlled creature
    180;//run every n milliseconds
    ;//message
    0;//message type, 0=quick message, 1=journal
    none;//sound, none for nothing
    0;//delay script for n seconds after conditions met
    0;//disabled after first use, 0=no, 1=yes
    begin_conditions;
    24;//use condition number
    14.000000;//use condition parameter0
    10.0000;//use condition parameter1
    24;//use condition number
    0.000000;//use condition parameter0
    15.0000;//use condition parameter1
    end_conditions;
    begin_effects;
    44;//effect number
    -0.300000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    Health Drainage While Bleeding;//Explains itself
    48;//identifier
    1;//run without calling (set to 0 if you use the script for example as a wield script)
    0;//call position, 0=player location, 1=mouse location
    0;//calling creature 0=player, 1=creature nearest to the mouse, 2=player controlled creature
    20;//run every n milliseconds
    ;//message
    0;//message type, 0=quick message, 1=journal
    none;//sound, none for nothing
    0;//delay script for n seconds after conditions met
    0;//disabled after first use, 0=no, 1=yes
    begin_conditions;
    25;//use condition number
    13.000000;//use condition parameter0
    1.0000;//use condition parameter1
    24;//use condition number
    0.000000;//use condition parameter0
    14.0000;//use condition parameter1
    end_conditions;
    begin_effects;
    44;//effect number
    -0.034000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    Health Drainage While Bleeding in HARD mode;//name
    49;//identifier
    1;//run without calling (set to 0 if you use the script for example as a wield script)
    0;//call position, 0=player location, 1=mouse location
    0;//calling creature 0=player, 1=creature nearest to the mouse, 2=player controlled creature
    120;//run every n milliseconds
    ;//message
    0;//message type, 0=quick message, 1=journal
    none;//sound, none for nothing
    0;//delay script for n seconds after conditions met
    0;//disabled after first use, 0=no, 1=yes
    begin_conditions;
    25;//use condition number
    13.000000;//use condition parameter0
    1.0000;//use condition parameter1
    12;//use condition number
    2.000000;//use condition parameter0
    2.0000;//use condition parameter1
    24;//use condition number
    0.000000;//use condition parameter0
    14.0000;//use condition parameter1
    end_conditions;
    begin_effects;
    44;//effect number
    -0.003000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;


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


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

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

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

    Code Written by: noitpmedeR
    #
    roburky 9 years ago
    These scripts could do with a bit more annotation on them. It's difficult haveing to go and look up every value and parameter myself to see what it does.
    #
    Redemption 9 years ago
    Alright.

    *edits*
    #
    Redemption 9 years ago
    Type: Weapon

    Weapons.dat
    Pistol;//name---------------------------------------
    0;//identifier Right hand gun Identifier
    0;//class
    bullet0.png;//bullet texture
    1;//bullets at one shot
    0;//stop at hit 0=stop where hit, 1=don't stop
    1.000000;//bullet size
    0.020000;//spread
    2.200000;//bullet speed
    900.000000;//time until bullet disappears
    400;//fire rate
    2;//trace 0=no trace, 1=blue beam, 2=bullet trace, 3=red beam, 4=green beam, 5=yellow beam
    -1;//hit visual effect colour, -1=nothing 0=?, 1=red, 2=green, 3=blue
    0;//hit visual effect particle, -1=nothing, 0=>particle from particles.dat
    none;//hit effect sound
    0.000000;//push target back
    0.000100;//push shooter back
    ballistic.wav;//fire sound
    claws0_hit.wav;//hit sound
    1.000000;//AI hear volume, the amount of anger the AI gets when it hears the weapon
    begin_wield_conditions;
    end_wield_conditions;
    begin_fire_effects;
    27;//effect number
    2.000000;//parameter1
    50.000000;//parameter2
    0.700000;//parameter3
    0.850000;//parameter4
    26;//effect number
    2.000000;//parameter1
    5.000000;//parameter2
    0.00000;//parameter3
    0.0000;//parameter4
    end_fire_effects;
    begin_hit_effects;
    4;//effect number
    -8.10000;//parameter1
    0.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_hit_effects;
    Both Pistols;//name---------------------------------------
    43;//identifier Left hand gun identifier
    10;//class
    bullet0.png;//bullet texture
    1;//bullets at one shot
    0;//stop at hit 0=stop where hit, 1=don't stop
    1.000000;//bullet size
    0.075000;//spread
    2.200000;//bullet speed
    900.000000;//time until bullet disappears
    400;//fire rate
    2;//trace 0=no trace, 1=blue beam, 2=bullet trace, 3=red beam, 4=green beam, 5=yellow beam
    -1;//hit visual effect colour, -1=nothing 0=?, 1=red, 2=green, 3=blue
    0;//hit visual effect particle, -1=nothing, 0=>particle from particles.dat
    none;//hit effect sound
    0.000000;//push target back
    0.000100;//push shooter back
    ballistic.wav;//fire sound
    claws0_hit.wav;//hit sound
    1.000000;//AI hear volume, the amount of anger the AI gets when it hears the weapon
    begin_wield_conditions;
    end_wield_conditions;
    begin_fire_effects;
    27;//effect number
    2.000000;//parameter1
    50.000000;//parameter2
    0.700000;//parameter3
    0.850000;//parameter4
    26;//effect number
    2.000000;//parameter1
    5.000000;//parameter2
    0.00000;//parameter3
    0.0000;//parameter4
    end_fire_effects;
    begin_hit_effects;
    4;//effect number
    -8.10000;//parameter1
    0.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_hit_effects;


    Bars.dat
     Right Pistol fire Rate;//name
    15;//identifier Bar identifier
    0;//bar type, 0=normal, 1=show body temperature, 2=show number of items parameter0, 3=show wielded weapon ammo, 4=show armor, 5=show carry weight, 6=show seconds from game start
    0;//parameter0
    0;//visible (only applicable for player's bars)
    1;//visible on enemies
    1;//show number
    3;//anchor point (0=left top, 1=right top, 2=left bottom, 3=right bottom)
    -250;//location x, pixels from anchor point
    -100;//location y, pixels from anchor point
    bar.png;//bar picture
    none;//background picture
    0;//background picture x offset
    0;//background picture y offset
    0;//background picture width
    0;//background picture height
    1;//height
    -200;//length in pixels for maximum (negative = bar increases to left)
    1;//red color component for minimum
    1;//green color component for minimum
    0;//blue color component for minimum
    1;//red color component for maximum
    0;//green color component for maximum
    1;//blue color component for maximum


    Scripts.dat
    Second pistol Shooting script;//name
    51;//identifier Script Identifier
    0;//run without calling (set to 0 if you use the script for example as a wield script)
    0;//call position, 0=player location, 1=mouse location
    0;//calling creature 0=player, 1=creature nearest to the mouse, 2=player controlled creature
    40;//run every n milliseconds
    ;//message
    0;//message type, 0=quick message, 1=journal
    none;//sound, none for nothing
    0;//delay script for n seconds after conditions met
    0;//disabled after first use, 0=no, 1=yes
    begin_conditions;
    37;//use condition number
    1.000000;//use condition parameter0
    0.0000;//use condition parameter1
    25;//use condition number
    15.000000;//use condition parameter0
    10.0000;//use condition parameter1
    end_conditions;
    begin_effects;
    66;//effect number
    0.000;//parameter1
    1.000000;//parameter2
    15.000000;//parameter3
    0.000000;//parameter4
    44;//effect number
    400.000;//parameter1
    1.000000;//parameter2
    15.000000;//parameter3
    0.000000;//parameter4
    end_effects;


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


    Items.dat
    Pistol;//name---------------------------------------
    41;//identifier
    0;//item class
    0.000000;//weight
    Standard issue pistol;//short description
    none;//first pick up text
    0.400000;//size on map
    1;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
    20;//particle to shown on radar
    1;//visible in inventory 0=no (can only be used via quick keys), 1=yes
    qpistol.png;//texture name
    51;//wielded script,-1=nothing, only applicable for wieldable items //Script Identifier
    -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded
    1;//show help text for conditions
    begin_wield_slots;
    0;//wield slot number
    1;//wield slot number
    end_wield_slots;
    begin_effects_block;
    Pistol Loaded;//event text
    nope;//event failure text
    use.wav;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    U;//use key
    -1;//quick key
    begin_conditions;
    end_conditions;
    begin_effects;
    9;//effect number
    43.000000;//parameter1 Left hand Pistol Identifier
    0.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    end_effects_block;
    begin_combinations;
    end_combinations;


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

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

    Code written by: Redemption
    #
    roburky 9 years ago
    So how does it work? Is the right hand pistol not an equipped weapon, but fired through a script?
    #
    Redemption 9 years ago
    It's pretty simple.
    The pistol item has a wielded script that fires the right hand gun, this script has two conditions. The first condition is that the right mouse button is pressed, and that the fire rate bar is less than 10. If both conditions are met it fires the right hand pistol and increases the fire rate bar. This bar is lowered by player_races.dat so that it gets less than 10, allowing you to fire it again. The left hand pistol is simply a wielded weapon.
    #
    Redemption 9 years ago
    Type: Creation of my Boredom.

    Bars.dat:
    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:
    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):
      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:
        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
    #
    Redemption 9 years ago
    Type: Basic code for base building

    Plot_objects.dat:
    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:
    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
    #
    surf424 9 years ago
    ??????????????????????????????
    ?where can i get a map editor ?
    ??????????????????????????????
    #
    Redemption 9 years ago
    In the data folder open setup.dat and change
    0;//create game initialization debug file

    To 1.
    #
    surf424 9 years ago
    ahhh....
    (2 mins later) I NEED A TUTORIAL ON THE MAP ED!
    #
    Forum » The Notrium Modding Library
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