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The Notrium Modding Library
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The Notrium Modding Library
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8 years ago
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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
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8 years ago
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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
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8 years ago
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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.
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8 years ago
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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.
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8 years ago
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"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?
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8 years ago
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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.
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8 years ago
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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
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8 years ago
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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
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8 years ago
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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!!!
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7 years ago
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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.
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7 years ago
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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_.
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7 years ago
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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;
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6 years ago
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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
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6 years ago
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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.
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6 years ago
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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.
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6 years ago
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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.
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6 years ago
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From what I can tell, that looks needlessly complicated. Couldn't it be done with two weapons, rather than three?
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6 years ago
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All the weapons are needed.
The first drops the rocket creature. The second is the rockets explosion. The third makes the rocket explode close to the enemy.
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6 years ago
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"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.
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6 years ago
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Yes, but then the rocket would explode farther away from the enemy, causing less damage.
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6 years ago
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No, it wouldn't. Look, I'm telling you, you only need two weapons, because that's all anyone else ever needed to do a moving projectile.
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6 years ago
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It would cause much less damage because the 'Take out suicide" Causes increased damage when it hits and 'Rocket explode" works the same way as the shotgun, the closer you are the more bullets you take, causing less damage.
Oh, and for my next installment I need a way to create a small delay between executing one effect and the next. There is another way I could do this but it would cause a lot of clutter in the script.
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6 years ago
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It's been too long, so I'm going to do this.
The script might be very long & cluttered but I think thats the way it has to be.
It's gonna be a weapon by the way.
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6 years ago
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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.
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6 years ago
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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
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6 years ago
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These scripts could do with a bit more annotation on them. It's difficult haveing to go and look up every value and parameter myself to see what it does.
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6 years ago
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Alright.
*edits*
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6 years ago
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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
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6 years ago
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So how does it work? Is the right hand pistol not an equipped weapon, but fired through a script?
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6 years ago
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It's pretty simple. The pistol item has a wielded script that fires the right hand gun, this script has two conditions. The first condition is that the right mouse button is pressed, and that the fire rate bar is less than 10. If both conditions are met it fires the right hand pistol and increases the fire rate bar. This bar is lowered by player_races.dat so that it gets less than 10, allowing you to fire it again. The left hand pistol is simply a wielded weapon.
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6 years ago
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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
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6 years ago
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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
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6 years ago
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?????????????????????????????? ?where can i get a map editor ? ??????????????????????????????
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6 years ago
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In the data folder open setup.dat and change 0;//create game initialization debug file To 1.
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6 years ago
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ahhh.... (2 mins later) I NEED A TUTORIAL ON THE MAP ED!
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