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  • Werivar Mod

    MageKing17 19 years ago
    I concur. The Werivar doesn't have an especially tough hide, being based on wolves, but it would have the ability to partially dodge/absorb melee attacks. So it would take less damage from melee, but take full damage from ranged. I believe this is opposite from Android.
    #
    Marevix 19 years ago
    Perhaps you could write a script or something that lets Werivar dodge melee attacks 20% of the time and have him take full damage from both melee and ranged.
    #
    eug1404 19 years ago
    "Marevix" said:
    Perhaps you could write a script or something that lets Werivar dodge melee attacks 20% of the time and have him take full damage from both melee and ranged.
    Sounds really kool, greatly original.
    #
    UberWaffe 19 years ago
    "Marevix" said:
    Perhaps you could write a script or something that lets Werivar dodge melee attacks 20% of the time and have him take full damage from both melee and ranged.
    This would be cool and I'll certainly give it a try. But I can assure you it will be a heck more difficult than it sounds.
    I'll update the poll to include this option.

    Edit: Err... um... yes. ops: Can anyone tell me how to edit the poll? I can't get to it the way I did last time.
    #
    ForceUser 19 years ago
    Hmm.. not shure but I think that after a week? or something, normal forum members can't edit thier posts anymore. Mods still can so pm Zex, Quan or Ville

    ForceUser
    #
    ville 19 years ago
    You can download the new version here:
    <!-- m --><a class="postlink" href="http://www.monkkonen.net/notrium.php?mod_dir=werivar">http://www.monkkonen.net/notrium.php?mod_dir=werivar</a><!-- m -->
    #
    Toko 19 years ago
    BUG: i would really like to play as alien....but the pc cant be put out. so i cant get out of the pod..fix this soon as i like to get out and go hunting....but nice stuff you added..
    #
    B0rsuk 19 years ago
    I've met a grass-textured large brick in jungle area. Is this a bug ? It doesn't look like a creature, it doesn't look like a machine, it hits hard...
    #
    Marevix 19 years ago
    I just played 1.02, it seems well-balanced. It's no longer easy to level up to a point of invulnerability. There are some areas, however, where you need that godlike status to beat an area. I suggest either making some heavily defended areas weaker as well, or making levelling easier.
    #
    UberWaffe 19 years ago
    "Toko" said:
    BUG: i would really like to play as alien....but the pc cant be put out. so i cant get out of the pod..fix this soon as i like to get out and go hunting....but nice stuff you added..
    Haven't seen this one at all. I'll try playing with the alien a couple of times and screw around a bit. Can you tell me anything else that might have caused it?

    "B0rsuk" said:
    I've met a grass-textured large brick in jungle area. Is this a bug ? It doesn't look like a creature, it doesn't look like a machine, it hits hard...
    I haven't seen this one in particular but I know that I had some nasty graphics errors a while back. Terrains blurring mostly. I haven't had any of them lately. Can you send me a screenshot? That would help me a lot in fixing the possible bug. (If it is my mod.)

    "Marevix" said:
    I just played 1.02, it seems well-balanced. It's no longer easy to level up to a point of invulnerability. There are some areas, however, where you need that godlike status to beat an area. I suggest either making some heavily defended areas weaker as well, or making levelling easier.
    Okay, but what areas are you referring to? I need to know specifically what you feel is too hard, otherwise I'm groping in the dark. You must understand that I don't find it very hard since I know how to build many of the more powerful items and use many of the new skills, were as you need to figure it out. It makes it really hard for me to adjust the difficulty to a level that others see fit. Just tell me which areas and I'll sort them out. (Note: I'm still bsy adding new things to help you, since I want some areas to be extremely bad until you have obtained a decent level. But I guess I overdid it. ops: )

    Note: I know I'm going darn fast with the version updates, for I already have version 1.03! I don't know if I want to post such a mass of versions the whole time but I desperately need you people to test the new additions to give me feedback.
    I'm going to wait before putting out v1.03 until v1.02 has been tested properly.
    Here are the things I have added to v1.03 so far. Not much really but it took a lot of work.
    -A Special skills level up system. Now each time you level up you have an extra choice - Special skill. Choosing this will give you a certain item. Once you have 5 of these you can use them to obtain the Special Skills menu! (It is a list of items. Similar to the current level up system.) Once you choose a special skill you have it permanently. The next time you get to choose special skills you can't take it again! (This took a lot of scripting, but was at least easy.) It is like crimsonland. (Removing the other items if you take a skill was also a lot of work, since effect 16 with a -1 parameter 2 screws up if the item is not available to remove.) Special skills only available to human and werivar.

    The special skills I have currently (mostly stolen from crimsonland) are:
    1- Food: Lowers you food drain.
    2- Refund: Gives you your five levels of level ups, it refunds you if you don't want any of the skills available.
    3- Speed. 20% increase in speed. Affected by enemy attacks.
    4- Item Vision: Human Only. Highlights items (and plot objects) in green.
    5-Monster Vision: Highlights all creatures in red.
    6- Evil Eye: Slows the enemy you are currently looking at for as long as you look at it. (You need to stare at it a moment before it really slows.)
    7- Lightning Aura: Damages all enemies that dare approach you. (Like Radioactive.)
    8- Lean Mean XP Machine: Gives you 1 XP per second regardless.

    I want to add more special skills but I don't know what. Any ideas?
    #
    slyvena 19 years ago
    How about: *Killer(sometimes a enemy just dies when it hits you,would have to be toned to cope with fire rates of cource) and For the wevier you could go so eventully he has all the wiveir stuff and the phonic stuff and is a fully evolved alien but that would be over-powered(just how i like it.)
    #
    Marevix 19 years ago
    The most troublesome area at the moment is taking out the planteray defence robots. In 1.0, that was very tough to do. In 1.02, it's essentially impossible. I will, however, comb through the item files to discover the super items you have placed into the mod.

    Special skills- It's like as if all you do all day is sit in a small room scripting Notrium. I don't know how it's possible that you have the time to code all this, but I'm not complaining.

    However, it seems very tough at the current leveling rate to get a special skill. 5 levels takes a while to accumulate, and most of those skills (except Food and Lean mean Exp Machine) are either completely useless or just generally uneccesary. Either make more powerful skills (i.e. an ally summoning ability) or reduce the number of levels required to get a special skill. Both would probably be needed to make them truly useful.
    #
    MageKing17 19 years ago
    "Marevix" said:
    Special skills- It's like as if all you do all day is sit in a small room scripting Notrium. I don't know how it's possible that you have the time to code all this, but I'm not complaining.
    You should see some Morrowind mods, those people have NO LIVES.

    The specials sound really interesting, but I could figure out how you did all of them as soon as I read them. Perhaps adding some ingenious skill that nobody else has come up with that nobody can figure out how you did it? Although, I suppose that's supposed to be in my mod, huh?
    #
    Marevix 19 years ago
    In items.dat I found an item called XP Credit Card that gives you 50,000 experience. Been cheating on your own mod, eh Uberwaffe?
    #
    MageKing17 19 years ago
    "Marevix" said:
    In items.dat I found an item called XP Credit Card that gives you 50,000 experience. Been cheating on your own mod, eh Uberwaffe?
    Who wants to bet he adds it to his starting area map right after submitting the updates?
    #
    UberWaffe 19 years ago
    First Off - Fixed the alien can't kill the computers bug.
    Secondly - The XP credit card I add only when testing new skills, xp related scripts. I don't have the time to level my Werivar to level 8 each time I add a new skill or item. Doing so would mean that my mod wouldn't progress at all! (The cheats in most games are there for this exact purpose. Do you really believe developers have days to spend getting to the point where they can test the new stuff added?)

    "slyvena" said:
    fully evolved alien but that would be over-powered(just how i like it.)
    I wanted to do that, for I too like being totally unstoppable, but that would unbalance the mod too badly.

    "Marevix" said:
    Special skills- It's like as if all you do all day is sit in a small room scripting Notrium. I don't know how it's possible that you have the time to code all this, but I'm not complaining.
    That actually only took me just over an hour. I only edit my mod for about 3-4 hours in total each day.

    "Marevix" said:
    However, it seems very tough at the current leveling rate to get a special skill. 5 levels takes a while to accumulate, and most of those skills (except Food and Lean mean Exp Machine) are either completely useless or just generally uneccesary. Either make more powerful skills (i.e. an ally summoning ability) or reduce the number of levels required to get a special skill. Both would probably be needed to make them truly useful.
    I had realised that and will scale down the requirements. (2 levels only?) I'll also up te power of the special skills. (The entire system was in fact only a test run too see if I could do it. Mostly I'm adding new stuff to push my current skills in modding)

    "MageKing17" said:
    The specials sound really interesting, but I could figure out how you did all of them as soon as I read them. Perhaps adding some ingenious skill that nobody else has come up with that nobody can figure out how you did it?
    That would be beside the point, since I aim for things from my mod to be used in other mods that need them. Sure, I'll try some tricky stuff but I still want others to be able to use it.

    "MageKing17" said:
    Although, I suppose that's supposed to be in my mod, huh?
    Why? Do you think I'm not capable?

    Please: I still need more ideas for special skills, new items, normal skills, etc.

    "MageKing17" said:
    Who wants to bet he adds it to his starting area map right after submitting the updates?
    #
    J.O. 19 years ago
    Umm, I tried playing with the alien and she can't douse the computer fires, works with all other races.
    Other than that this is an AWESOME mod! Loved it!
    And I wonder how can I trigger the planetoid ending with the psioinic, it still says it is unusable (although I'm messing with the map editor ops: )
    #
    slyvena 19 years ago
    True it would be over-powered, so perhappes you should make a race that is just unstoppable for those how want to zoom through it all, Below is the file i use when making the alien race unstoppable.

    Predator;//name------------------------------
    1;//identifier
    1;//visible in start menu
    0;//side
    13;//start area
    journal_alien.dat;//journal text file name
    The Ultimate Fighter In Hand To Hand and Ranged!;//description in start menu
    10;//creature number in creatures.dat
    1;//start animation number in animation.dat
    200;//day length
    800000;//maximum carry weight
    0.0;//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
    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
    1;//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
    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
    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
    4;//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
    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
    300.000000;//parameter2
    300.000000;//parameter3
    energy bar;//description
    5;//specialty
    0;//difficulty level
    none;//message
    1.000000;//parameter0
    0.000000;//parameter1
    400.000000;//parameter2
    400.000000;//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
    Regenerate Food;//description
    7;//specialty
    0;//difficulty level
    none;//message
    1;//parameter0
    0.0;//parameter1
    4;//parameter2
    5;//parameter3
    Regenerate Health;//description
    7;//specialty
    0;//difficulty level
    none;//message
    1;//parameter0
    0.0;//parameter1
    0;//parameter2
    5;//parameter3
    Regenerate Energy;//description
    7;//specialty
    0;//difficulty level
    none;//message
    1;//parameter0
    0.0;//parameter1
    1;//parameter2
    5;//parameter3
    armor meter;//description
    5;//specialty
    0;//difficulty level
    none;//message
    3.000000;//parameter0
    -10.000000;//parameter1
    10.000000;//parameter2
    10.000000;//parameter3
    food meter;//description
    5;//specialty
    0;//difficulty level
    none;//message
    4.000000;//parameter0
    0.000000;//parameter1
    300.000000;//parameter2
    300.000000;//parameter3
    evolution meter;//description
    5;//specialty
    0;//difficulty level
    none;//message
    10.000000;//parameter0
    0.000000;//parameter1
    1100.000000;//parameter2
    1100.000000;//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
    0.0;//parameter3
    drain food - medium and hard;//description
    7;//specialty
    1;//difficulty level
    none;//message
    4;//parameter0
    0.0;//parameter1
    4;//parameter2
    0.0;//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
    0.0;//parameter3
    drain health if health too high;//description
    7;//specialty
    0;//difficulty level
    none;//message
    0;//parameter0
    1.01;//parameter1
    0;//parameter2
    -10;//parameter3
    drain health faster if health too high;//description
    7;//specialty
    0;//difficulty level
    none;//message
    0;//parameter0
    1.25;//parameter1
    0;//parameter2
    -10;//parameter3
    drain battery if battery too high;//description
    7;//specialty
    0;//difficulty level
    none;//message
    1;//parameter0
    1.01;//parameter1
    1;//parameter2
    -10;//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
    0.0;//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
    0.0;//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;
    end_disabled_endings;
    begin_disabled_item_classes;
    end_disabled_item_classes;

    This is of course just an idea but it would be helpful to those who want it and it would not make those who don't want it angry cause it would be a new race that they just woudn't pick



    P.S love how your mods coming along its WAYYYY more balanced than before.
    #
    Marevix 19 years ago
    New special skill- Vampiric Aura

    I have no clue how this would work, or even if it's possible, but when using claws with this special skill activated you drain a relatively small portion of the damage you deal and add it to your own health. Wouldn't make sense if you could do this with a laser pistol though, so it'd be best for claws only. Besides, then I'd use my claws more.

    Perhaps while the player is holding the item the special skill selection gives to you, it replaces your current claws with a duplicate of them with a vampire effect. I think that if you got a new claws level, however, you'd keep your vampiric claws of that level and gain new ones that don't have the vampire effect, so implementing it would be very tricky. It would be supremely awesome, however.
    #
    slyvena 19 years ago
    Sure, set it that the fire effects of all weapons in a script give so and so health if they hit something,pure amount of damage.
    #
    Marevix 19 years ago
    "slyvena" said:
    set it that the fire effects of all weapons
    "Marevix" said:
    Wouldn't make sense if you could do this with a laser pistol
    Why would a laser pistol give you health?

    It would be difficult to implement in a script because I don't remember seeing a vampire effect in the game, but Ville mentioned a while back that it was in earlier versions but got removed from some bug. The hardest part would be to set it to give you a percent of inflicted damage, I have no clue how that would be done.
    #
    slyvena 19 years ago
    Along with getting vampirisim you would also apply a little reverse palarete device to your weapons which would also do the same.
    #
    Marevix 19 years ago
    Perhaps the human or android could build an upgrade for weapons that adds health-leeching or something.
    #
    NeoGangster 19 years ago
    hmmm...I played the mod
    is it just me or does the werivar levelup 100 level in just about a half min O_o

    edit:
    ok it was me
    #
    UberWaffe 19 years ago
    "J.O." said:
    Umm, I tried playing with the alien and she can't douse the computer fires, works with all other races.
    Welcome to the Forums, J.O. Nice to know a new member is trying out my mod. Yes, I am aware of this bug and have already fixed it. I just haven't released the new version in which I had done this yet. To fix it yourself open player_races.dat and search for [alien;] (without the []). Then change its side to 0; This should fix your problem but also cause the other survivors to be your friends (exactly what I wanted to avoid when I changed it.)

    "Marevix" said:
    New special skill- Vampiric Aura
    I'll definitely add that. But I'll make it so that you can only choose it once you have claws level 5. (Makes my life easier. :twisted It is definitely possible, check out effect 44 (Change player's bar). Add taht to the hit effects to add health and there you have a vampiric weapon.

    "slyvena" said:
    Sure, set it that the fire effects of all weapons in a script give so and so health if they hit something,pure amount of damage.
    I could do this too, but its would require a lot of work and a vampiric weapon should only be short ranged. I could make that along with giving you life essence the 'vampirism' psionic skill can give you health. That would give you a nice long ranged vampiric weapon.

    "Marevix" said:
    Perhaps the human or android could build an upgrade for weapons that adds health-leeching or something.
    I'll see if I can design a new weapon for this.


    Also: I have been playing with the special skills a bit. You will now only require 2 levels to choose one. Food gives you a 90% drain reduction. (Too high, but I just HATE gathering food the whole time.) and XP machine now gives 2 XP per second. (Trust me, this is more than enough. Anything higher will make it far too easy.) I'll be releasing the new version with all of this soon. (1 to 3 days.)
    #
    B0rsuk 19 years ago
    "Marevix" said:
    New special skill- Vampiric Aura

    My suggestion - add "run script"(disable after first use doesn't run without calling) effect to claws hit effects. The script would check if evolution bar is above certain value, and if this is true, add some health to player.
    It would also require player creature to very close to organic creature type/class. This is to prevent draining health from androids, robots, barriers, crates, turrets and other things.

    Pros:
    + you don't have to even change claws and use other scripts such as replacing weapons and so on.
    + very unlikely to drain health from metal things. It would happen only if you fight android and alien at short range, and take out the android first. Doesn't happen every day.

    Cons:
    - conditions "player is near organic creature" and "evolution bar above value x" would be checked on each single hit. Might slow things down, not sure.

    I help you because I think Alien is hopelessly overpowered in Werivar mod anyway. Especially after playing human and giving your radio to hermit.
    #
    Inane 19 years ago
    Well, Thought i replied to this before, It seemed pretty fun when i played it, But i must mention that the eyes on the new race happened to stick out alot, Perhaps less contrast between the eyes and the fur .
    #
    Marevix 19 years ago
    The problem with a script like that is you can't set it to drain a percent or fraction of damage dealt. Perhaps we could settle with with each level of claws draining a higher amount. For example, level 1 drains 1 health, 2 drains 2 and so on. We can't set it much above 1 point per level as the claws attack rate is very high. Then everyone would ignore levels and go straight for the Vampire skill.
    #
    UberWaffe 19 years ago
    @Marevix: Actually I reduced the drain per hit to 0.2. Remeber, the fire rate is 100msec. That's 10 times a second. So 0.2 x 10 = 2 health a second. Which is already quitea a decent amount of healing. (Don't want the player to heal more than he can get hurt during the fight.)

    "B0rsuk" said:
    My suggestion - add "run script"(disable after first use doesn't run without calling) effect to claws hit effects. The script would check if evolution bar is above certain value, and if this is true, add some health to player.
    It would also require player creature to very close to organic creature type/class. This is to prevent draining health from androids, robots, barriers, crates, turrets and other things.
    That is a good idea, but I only want vampirism for lvl 5 claws, and I have already implemented the needed scripts. The scripts only run once, so its a bit more effective than constantly calling a script.

    "Inane" said:
    Perhaps less contrast between the eyes and the fur .
    I'll see what I can do, but I'm not great at graphics. The best I've done so far, which is over 90% from scratch, is the mine.
    #
    B0rsuk 19 years ago
    That is a good idea, but I only want vampirism for lvl 5 claws, and I have already implemented the needed scripts. The scripts only run once, so its a bit more effective than constantly calling a script.

    Not exactly constantly, because it runs once, only when called by hit effect. And if you add level5 requirement to the script, it works like you want it.
    Anyway - it's your mod. I myself have much more ideas than I'm capable to code in limited amount of time.
    #
    Marevix 19 years ago
    If Vampirism only applied to level 5 claws, then it would be a bit useless by that point because you'd have more than enough energy and health to simply kill things with Psionic blast. It wouldn't be worth the special skill if you didn't get as much health drained in combat as you get damaged.
    #
    B0rsuk 19 years ago
    Now who dared to edit my post and add "underpowered" word there ?

    Of course alien is very overpowered at certain point. Dozens of armor points, I can have several dire reapers swing at me at same time....
    ---------------------

    I didn't check yet, but in case you didn't add it, it is possible to implement Pyrokinetic and Evil Eyes perks from Crimsonland. Have a script that runs every 1000 ms, and shoots 3 or so invisible bullets in a spread, at mouse location . Bullets would either ignite monster or stop it for 1000ms.
    The downside would be I don't know how to prevent player from damaging himself if he hovers mouse over his creature. I guess power comes at a price, you have to be careful.
    #
    MageKing17 19 years ago
    "B0rsuk" said:
    I didn't check yet, but in case you didn't add it, it is possible to implement Pyrokinetic and Evil Eyes perks from Crimsonland. Have a script that runs every 1000 ms, and shoots 3 or so invisible bullets in a spread, at mouse location . Bullets would either ignite monster or stop it for 1000ms.
    The downside would be I don't know how to prevent player from damaging himself if he hovers mouse over his creature. I guess power comes at a price, you have to be careful.
    That's why you make the calling actor the player.
    #
    UberWaffe 19 years ago
    "Marevix" said:
    If Vampirism only applied to level 5 claws, then it would be a bit useless by that point because you'd have more than enough energy and health to simply kill things with Psionic blast. It wouldn't be worth the special skill if you didn't get as much health drained in combat as you get damaged.
    Trust me, once you have some decent armor, and you dodge a little you get nearly no damage whatsoever, so it is not bad at all. (But once I release the test version you can give me a better opinion.)

    "B0rsuk" said:
    I didn't check yet, but in case you didn't add it, it is possible to implement Pyrokinetic and Evil Eyes perks from Crimsonland. Have a script that runs every 1000 ms, and shoots 3 or so invisible bullets in a spread, at mouse location . Bullets would either ignite monster or stop it for 1000ms.
    The downside would be I don't know how to prevent player from damaging himself if he hovers mouse over his creature. I guess power comes at a price, you have to be careful.
    Already added them both. They are simply weapons taht fire at the mouse location from the player. That way you can't kill yourself and it works quite well.
    #
    slyvena 19 years ago
    You know it would be nice if you could perhaphs ow i dunno

    [snipped by mod]

    of course i understand that you might not have finsihished it or might be fine tuning it or even just waiting for more on the current vesion so i guess you could

    [snipped by mod]

    [snipped by mod]
    #
    Forum » Werivar Mod
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