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  • The Notrium Modding Library

    Redemption 17 years ago
    Press F1.
    #
    surf424 17 years ago
    (another 2 mins later)
    ok, how do i link my place to the map?!
    #
    harwe 17 years ago
    look around, there was a tut somewhere n the download page or forum, seriously though, you as questions that you can answer urself if you take the TIME to look
    #
    Pete 17 years ago
    In other words... read the modding FAQ! Also, taking a look in the original Notrium data files sometimes helps as Ville wrote a lot of notes in there.
    #
    Anarion 17 years ago
    This isn't a discussion thread people, it's a modding code library.
    #
    Redemption 17 years ago
    It's been a while, so:

    Type: Basic destructable wall

    In creatures.dat:
    Destructable wall - Place;//name---------------------------------------
    53;//identifier
    4;//class
    destructableWall_creature.png;//texture
    1;//draw layer
    -1;//corpse item number in items.dat, -1=nothing, -2=whole corpse vanishes when dead
    0;//corpse item amount
    0;//attack type, 0=shooting attack, 1=close combat
    -1;//particle to show on radar, -1=none
    0;//primary AI tactic from AI_tactic.dat
    0;//secondary AI tactic from AI_tactic.dat
    0;//footstep particle from particles.dat
    0;//die after how many seconds, 0=doesn't die
    -1;//eat item number from items.dat, -1=nothing
    1.000000;//creature size
    100.000000;//creature weight (affects pushing)
    0.000000;//maximum movement speed
    0.000000;//minimum movement speed
    0.000000;//leg animation speed
    0.000000;//turn speed
    0.000000;//inertia level (acceleration/deceleration)
    0;//hide when behind walls
    14;//weapon number <-------------------- change to a non firing weapon
    0.000000;//weapon_x
    0.000000;//weapon_y
    2;//blood particle
    1;//bars visible when player hovers mouse on top
    1.000000;//death animation speed
    1;//creature can move from area to another
    1.000000;//AI hear range
    1.000000;//AI see range
    1.000000;//AI see angle
    begin_footstep_sounds
    end_footstep_sounds
    begin_hit_sounds
    claws0_hit.wav;//sample name
    end_hit_sounds
    begin_die_sounds
    explosion.wav;//sample name
    end_die_sounds
    begin_eat_block
    end_eat_block
    begin_death_block
    0;//death type, 0=any death, 1=timed death, 2=killed by player
    begin_conditions;
    end_conditions;
    begin_effects;
    68;//effect number
    156.000000;//parameter1
    0.000000;//parameter2
    0.000000;//parameter3
    0.00000;//parameter4
    end_effects;
    end_death_block
    begin_hit_block
    end_hit_block
    begin_timed_block
    200;//interval in milliseconds
    begin_conditions;
    end_conditions;
    begin_effects;
    68;//effect number
    155.000000;//parameter1
    0.000000;//parameter2
    0.000000;//parameter3
    0.00000;//parameter4
    end_effects;
    end_timed_block
    begin_specialties
    AS;//description
    5;//number
    0.000000;//parameter0
    0.000000;//parameter1
    0.000000;//parameter2
    0.000000;//parameter3
    Health;//description
    0;//number
    0.000000;//parameter0
    0.000000;//parameter1
    40.000000;//parameter2
    40.000000;//parameter3
    Anti Collision detectorization;//description
    4;//number
    1.000000;//parameter0
    1.000000;//parameter1
    0.000000;//parameter2
    1.000000;//parameter3
    end_specialties


    In plot_objects.dat:
    Destructable wall (For creature, dont place in map editor);//name---------------------------------------
    155;//identifier
    -1;//map type to place to -1=any map 0=> type from areas.dat
    0;//plot_object class
    95;//object definition number
    0;//number of objects to be placed
    0;//location type, 0=random, 1=distance min(parameter1) max(parameter2) from player start, 2=distance min(parameter1) max(parameter2) from object parameter0, 3=coordinates [parameter0, parameter1] (0=min, 1=max) vary location=parameter2
    0.000000;//location parameter0
    0.000000;//location parameter1
    0.000000;//location parameter2
    2;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
    20;//particle to shown on radar
    none;//radiate sound
    200.000000;//time to delete object in milliseconds, -1=don't delete
    3;//trigger event by 0=player click, 1=player near, 2=near or click, 3=map creation (try to avoid any creature specific effects when using this, also does not check conditions), 4=interval parameter1
    0;//trigger event parameter1
    0;//show help text for conditions
    begin_effects_block;
    end_effects_block;
    Destructed destructable wall;//name---------------------------------------
    156;//identifier
    -1;//map type to place to -1=any map 0=> type from areas.dat
    0;//plot_object class
    96;//object definition number
    0;//number of objects to be placed
    0;//location type, 0=random, 1=distance min(parameter1) max(parameter2) from player start, 2=distance min(parameter1) max(parameter2) from object parameter0, 3=coordinates [parameter0, parameter1] (0=min, 1=max) vary location=parameter2
    0.000000;//location parameter0
    0.000000;//location parameter1
    0.000000;//location parameter2
    2;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
    20;//particle to shown on radar
    none;//radiate sound
    -1.000000;//time to delete object in milliseconds, -1=don't delete
    3;//trigger event by 0=player click, 1=player near, 2=near or click, 3=map creation (try to avoid any creature specific effects when using this, also does not check conditions), 4=interval parameter1
    0;//trigger event parameter1
    0;//show help text for conditions
    begin_effects_block;
    end_effects_block;


    In object definitions.dat:
    Destructable wall (For creature, dont place in map editor);//name------------------------------------------
    95;//identifier
    begin_animation_frames;
    destructableWall.png;//texture name <-----------Change
    1.000000;//time to display frame
    end_animation_frames;
    1.0000;//size*128
    0.00000;//vary size
    1;//transperant
    0;//layer
    0;//does it sway with the wind
    0;//gets transparent when player near
    0;//provides shade for player
    1;//collision detection type, -1=none, 0=circle radius parameter0, 1=polygon parameter0 from polygons.dat size parameter1
    3.000000;//collision detection parameter0
    0.500000;//collision detection parameter1
    1;//Block vision. If 1, enemies and player cannot see other creatures through it. Use sparingly, this slows the AI down.
    0;//Stops bullets. Use sparingly as this can slow the game down a lot.
    Destructed destructable wall;//name------------------------------------------
    96;//identifier
    begin_animation_frames;
    destructableWall_destructed.png;//texture name <-------------Alos change
    1.000000;//time to display frame
    end_animation_frames;
    1.0000;//size*128
    0.00000;//vary size
    1;//transperant
    0;//layer
    0;//does it sway with the wind
    0;//gets transparent when player near
    0;//provides shade for player
    -1;//collision detection type, -1=none, 0=circle radius parameter0, 1=polygon parameter0 from polygons.dat size parameter1
    0.000000;//collision detection parameter0
    0.000000;//collision detection parameter1
    0;//Block vision. If 1, enemies and player cannot see other creatures through it. Use sparingly, this slows the AI down.
    0;//Stops bullets. Use sparingly as this can slow the game down a lot.


    Code by: Redemption

    Description: A basic destructable wall.

    Instructions: Copy + Paste code into the mentioned .dats (You will have to change identifiers). Place the creature (Not the plot_object or the prop) into the map editor for the effect. You'll also have to change the graphics. The polygon might not be right for default (I made this in Aleryon Betrayal).
    #
    Redemption 17 years ago
    It's been a while (again), so:

    Type: Extinguishable fire

    In creatures.dat:
    Fire;//name---------------------------------------
    96;//identifier
    0;//class
    fire0.png;//texture
    -1;//draw layer
    -2;//corpse item number in items.dat, -1=nothing, -2=whole corpse vanishes when dead
    0;//corpse item amount
    1;//attack type, 0=shooting attack, 1=close combat
    -1;//particle to show on radar, -1=none
    3;//primary AI tactic from AI_tactic.dat
    3;//secondary AI tactic from AI_tactic.dat
    -1;//footstep particle from particles.dat
    0;//die after how many seconds, 0=doesn't die
    -1;//eat item number from items.dat, -1=nothing
    0.90000;//creature size
    0.00;//creature weight (affects pushing)
    0.00;//maximum movement speed
    0.00;//minimum movement speed
    0.000000;//leg animation speed
    0.000000;//turn speed
    0.000000;//inertia level (acceleration/deceleration)
    0;//hide when behind walls
    0;//weapon number
    0.000;//weapon_x
    0.000;//weapon_y
    21;//blood particle
    0;//bars visible when player hovers mouse on top
    1.000000;//death animation speed
    0;//creature can move from area to another
    0.000000;//AI hear range
    0.000000;//AI see range
    0.000000;//AI see angle
    begin_footstep_sounds
    end_footstep_sounds
    begin_hit_sounds
    end_hit_sounds
    begin_die_sounds
    end_die_sounds
    begin_eat_block
    end_eat_block
    begin_death_block
    0;//death type, 0=any death, 1=timed death, 2=killed by player
    begin_conditions;
    end_conditions;
    begin_effects;
    40;//effect number
    57.000000;//parameter1
    120.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    end_death_block
    begin_hit_block
    end_hit_block
    begin_timed_block
    500;//interval in milliseconds Drop fire
    begin_conditions;
    end_conditions;
    begin_effects;
    27;//effect number
    2.000000;//parameter1
    530.000000;//parameter2
    0.400000;//parameter3
    0.500000;//parameter4
    end_effects;
    end_timed_block
    begin_specialties
    Energy bar (Health);//description
    0;//number
    1.000000;//parameter0
    0.000000;//parameter1
    75.0000;//parameter2
    75.0000;//parameter3
    Anti-Collision Software;//description
    4;//number
    1.000000;//parameter0
    1.0000;//parameter1
    0.000000;//parameter2
    1.000000;//parameter3
    end_specialties


    To make it work quickly in Notrium, in items.dat replace the middle effect (27) of firewood with:
          10;//effect number
    96.000000;//parameter1
    13.000000;//parameter2
    -1.000000;//parameter3
    -1.000000;//parameter4
    Also, in plot_objects.dat, replace the effect of 'fires' (57) with the same.

    Code by: Redemption

    Description: A fire that can be put out with the fire extinguisher.

    Instructions: Copy and paste the code into the specified .dats.
    #
    Aegis 16 years ago
    This is code for the fact that water conducts electricity. LIKE IN POKEMON!!!!...Sorry, my inner-geek escaped...
    Basically, the weapon with the zapping qualities makes the creature which was hit drop another creature. This new creature detects if it's standing on water. Then bingo!we've got ourselves a zap!

    Creatures (yes, all those effect numbers are necessary)
    Zap;//name---------------------------------------
    42;//identifier
    0;//class
    invisible_creature.png;//texture
    2;//draw layer
    -2;//corpse item number in items.dat, -1=nothing, -2=whole corpse vanishes when dead
    0;//corpse item amount
    1;//attack type, 0=shooting attack, 1=close combat
    -1;//particle to show on radar, -1=none
    0;//primary AI tactic from AI_tactic.dat
    0;//secondary AI tactic from AI_tactic.dat
    10;//footstep particle from particles.dat
    1;//die after how many seconds, 0=doesn't die
    -1;//eat item number from items.dat, -1=nothing
    0.000000;//creature size
    0.000000;//creature weight (affects pushing)
    0.000000;//maximum movement speed
    0.000000;//minimum movement speed
    0.000000;//leg animation speed
    0.000000;//turn speed
    0.000000;//inertia level (acceleration/deceleration)
    0;//hide when behind walls
    0;//weapon number
    0.000000;//weapon_x
    0.000000;//weapon_y
    10;//blood particle
    0;//bars visible when player hovers mouse on top
    1.000000;//death animation speed
    0;//creature can move from area to another
    0.000000;//AI hear range
    0.000000;//AI see range
    0.000000;//AI see angle
    begin_footstep_sounds
    end_footstep_sounds
    begin_hit_sounds
    end_hit_sounds
    begin_die_sounds
    end_die_sounds
    begin_eat_block
    end_eat_block
    begin_death_block
    end_death_block
    begin_hit_block
    end_hit_block
    begin_timed_block
    10;//interval in milliseconds
    begin_conditions;
    17;//condition number - terrain
    35.000000;//parameter0
    0.0000000;//parameter1
    3;//condition number - zap stop
    0.000000;//parameter0
    2.0000000;//parameter1
    end_conditions;
    begin_effects;
    22;//effect number - side
    3.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    24;//effect number - zap
    61.000000;//parameter1
    1.000000;//parameter2
    3.000000;//parameter3
    0.000000;//parameter4
    24;//effect number - zap
    61.000000;//parameter1
    1.000000;//parameter2
    3.000000;//parameter3
    0.500000;//parameter4
    24;//effect number - zap
    61.000000;//parameter1
    1.000000;//parameter2
    3.000000;//parameter3
    1.000000;//parameter4
    24;//effect number - zap
    61.000000;//parameter1
    1.000000;//parameter2
    3.000000;//parameter3
    1.500000;//parameter4
    24;//effect number - zap
    61.000000;//parameter1
    1.000000;//parameter2
    3.000000;//parameter3
    2.000000;//parameter4
    24;//effect number - zap
    61.000000;//parameter1
    1.000000;//parameter2
    3.000000;//parameter3
    2.500000;//parameter4
    24;//effect number - zap
    61.000000;//parameter1
    1.000000;//parameter2
    3.000000;//parameter3
    3.000000;//parameter4
    24;//effect number - zap
    61.000000;//parameter1
    1.000000;//parameter2
    3.000000;//parameter3
    3.500000;//parameter4
    24;//effect number - zap
    61.000000;//parameter1
    1.000000;//parameter2
    3.000000;//parameter3
    4.000000;//parameter4
    24;//effect number - zap
    61.000000;//parameter1
    1.000000;//parameter2
    3.000000;//parameter3
    4.500000;//parameter4
    24;//effect number - zap
    61.000000;//parameter1
    1.000000;//parameter2
    3.000000;//parameter3
    5.000000;//parameter4
    24;//effect number - zap
    61.000000;//parameter1
    1.000000;//parameter2
    3.000000;//parameter3
    5.500000;//parameter4
    24;//effect number - zap
    61.000000;//parameter1
    1.000000;//parameter2
    3.000000;//parameter3
    6.000000;//parameter4
    17;//effect number - zap stop
    -1.100000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    10.000000;//parameter4
    end_effects;
    end_timed_block
    begin_specialties
    zap stop;//description
    0;//number
    0.000000;//parameter0
    0.000000;//parameter1
    4.000000;//parameter2
    2.000000;//parameter3
    HIT;//description
    4;//number
    1.000000;//parameter0
    1.000000;//parameter1
    1.000000;//parameter2
    1.000000;//parameter3
    end_specialties


    Weapons
    Lightning;//name---------------------------------------
    61;//identifier
    0;//class
    lightning.png;//bullet texture
    1;//bullets at one shot
    1;//stop at hit 0=stop where hit, 1=don't stop
    20.000000;//bullet size
    0.000000;//spread
    2.500000;//bullet speed
    60.000000;//time until bullet disappears
    1;//fire rate
    0;//trace 0=no trace, 1=blue beam, 2=bullet trace, 3=red beam, 4=green beam, 5=yellow beam
    -1;//hit visual effect colour, -1=nothing 0=?, 1=red, 2=green, 3=blue
    0;//hit visual effect particle, -1=nothing, 0=>particle from particles.dat
    claws_0.wav;//hit effect sound
    0.000000;//push target back
    0.00000;//push shooter back
    zap.wav;//fire sound
    claws_0.wav;//hit sound
    0.100000;//AI hear volume, the amount of anger the AI gets when it hears the weapon
    begin_wield_conditions;
    end_wield_conditions;
    begin_fire_effects;
    end_fire_effects;
    begin_hit_effects;
    4;//effect number
    -10.000000;//parameter1
    0.000000;//parameter2
    10.000000;//parameter3
    0.000000;//parameter4
    22;//effect number - side
    3.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    24;//effect number
    62.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_hit_effects;
    Crackle;//name---------------------------------------
    62;//identifier
    0;//class
    crackle.png;//bullet texture
    20;//bullets at one shot
    1;//stop at hit 0=stop where hit, 1=don't stop
    1.100000;//bullet size
    6.20000;//spread
    1.500000;//bullet speed
    60.000000;//time until bullet disappears
    1000;//fire rate
    0;//trace 0=no trace, 1=blue beam, 2=bullet trace, 3=red beam, 4=green beam, 5=yellow beam
    -1;//hit visual effect colour, -1=nothing 0=?, 1=red, 2=green, 3=blue
    0;//hit visual effect particle, -1=nothing, 0=>particle from particles.dat
    claws_0.wav;//hit effect sound
    0.000000;//push target back
    0.00000;//push shooter back
    zap.wav;//fire sound
    claws_0.wav;//hit sound
    0.100000;//AI hear volume, the amount of anger the AI gets when it hears the weapon
    begin_wield_conditions;
    end_wield_conditions;
    begin_fire_effects;
    end_fire_effects;
    begin_hit_effects;
    4;//effect number
    -10.000000;//parameter1
    0.000000;//parameter2
    10.000000;//parameter3
    0.000000;//parameter4
    22;//effect number - side
    3.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    24;//effect number
    63.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_hit_effects;
    Crackle2;//name---------------------------------------
    63;//identifier
    0;//class
    crackle.png;//bullet texture
    10;//bullets at one shot
    1;//stop at hit 0=stop where hit, 1=don't stop
    1.100000;//bullet size
    6.20000;//spread
    1.500000;//bullet speed
    60.000000;//time until bullet disappears
    1000;//fire rate
    0;//trace 0=no trace, 1=blue beam, 2=bullet trace, 3=red beam, 4=green beam, 5=yellow beam
    -1;//hit visual effect colour, -1=nothing 0=?, 1=red, 2=green, 3=blue
    0;//hit visual effect particle, -1=nothing, 0=>particle from particles.dat
    claws_0.wav;//hit effect sound
    0.000000;//push target back
    0.00000;//push shooter back
    zap.wav;//fire sound
    claws_0.wav;//hit sound
    0.100000;//AI hear volume, the amount of anger the AI gets when it hears the weapon
    begin_wield_conditions;
    end_wield_conditions;
    begin_fire_effects;
    end_fire_effects;
    begin_hit_effects;
    4;//effect number
    -10.000000;//parameter1
    0.000000;//parameter2
    10.000000;//parameter3
    0.000000;//parameter4
    end_hit_effects;


    Add this to the weapon which you want to have zapping qualities
        10;//effect number
    42.000000;//parameter1
    -1.000000;//parameter2
    -1.000000;//parameter3
    -1.000000;//parameter4


    Terrain types
    Water anim;//name---------------------------------------
    35;//identifier
    0;//AI avoids this terrain
    0;//do not place on map edges on random selection
    1;//do not place random objects on this terrain
    0.300000;//base light r
    0.300000;//base light g
    0.400000;//base light b
    6000.00000;//footstep particle live time, -1=no footsteps
    18;//override footstep particle
    none;//override footstep sound
    begin_terrain_frames;
    1.png;//terrain texture
    100.000000;//time to display frame
    2.png;//terrain texture
    100.000000;//time to display frame
    3.png;//terrain texture
    100.000000;//time to display frame
    4.png;//terrain texture
    100.000000;//time to display frame
    5.png;//terrain texture
    100.000000;//time to display frame
    5.png;//terrain texture
    100.000000;//time to display frame
    6.png;//terrain texture
    100.000000;//time to display frame
    7.png;//terrain texture
    100.000000;//time to display frame
    8.png;//terrain texture
    100.000000;//time to display frame
    9.png;//terrain texture
    200.000000;//time to display frame
    10.png;//terrain texture
    100.000000;//time to display frame
    end_terrain_frames;
    begin_effects_block;
    Rather lovely day for a swim; what, what?;//event text
    100.000000;//interval
    0;//run only once 0=no, 1=yes
    begin_conditions;
    end_conditions;
    begin_effects;
    1;//effect number
    100.000000;//parameter1
    0.000000;//parameter2
    0.200000;//parameter3
    0.000000;//parameter4
    end_effects;
    end_effects_block;
    #
    MageKing17 16 years ago
    "Aegis" said:
    POKEMON!!!!
    AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGGGGGHHHHH!

    *pant, pant, pant*
    #
    Aegis 16 years ago
    I'M SORRY! PLEASE FORGIVE ME!!!WAAAAAAAA .

    Code for a shield system.

    Bars
    Health;//name
    0;//identifier
    0;//bar type, 0=normal, 1=show body temperature, 2=show number of items parameter0, 3=show wielded weapon ammo, 4=show armor, 5=show carry weight, 6=show seconds from game start
    0;//parameter0
    1;//visible (only applicable for player's bars)
    1;//visible on enemies
    1;//show number
    3;//anchor point (0=left top, 1=right top, 2=left bottom, 3=right bottom)
    -400;//location x, pixels from anchor point
    -20;//location y, pixels from anchor point
    bar.png;//bar picture
    hud_health.png;//background picture
    -210;//background picture x offset
    -50;//background picture y offset
    220;//background picture width
    70;//background picture height
    1;//height
    -200;//length in pixels for maximum (negative = bar increases to left)
    1;//red color component for minimum
    0;//green color component for minimum
    0;//blue color component for minimum
    1;//red color component for maximum
    0;//green color component for maximum
    0;//blue color component for maximum


    Well duh.

    Shield Bar;//name
    3;//identifier
    0;//bar type, 0=normal, 1=show body temperature, 2=show number of items parameter0, 3=show wielded weapon ammo, 4=show armor, 5=show carry weight, 6=show seconds from game start
    0;//parameter0
    1;//visible (only applicable for player's bars)
    1;//visible on enemies
    1;//show number
    3;//anchor point (0=left top, 1=right top, 2=left bottom, 3=right bottom)
    -400;//location x, pixels from anchor point
    -36;//location y, pixels from anchor point
    bar.png;//bar picture
    none;//background picture
    0;//background picture x offset
    0;//background picture y offset
    0;//background picture width
    0;//background picture height
    1;//height
    -200;//length in pixels for maximum (negative = bar increases to left)
    0.5;//red color component for minimum
    0;//green color component for minimum
    1;//blue color component for minimum
    0;//red color component for maximum
    0;//green color component for maximum
    1;//blue color component for maximum


    Creature Health;//name
    10;//identifier
    0;//bar type, 0=normal, 1=show body temperature, 2=show number of items parameter0, 3=show wielded weapon ammo, 4=show armor, 5=show carry weight, 6=show seconds from game start
    0;//parameter0
    1;//visible (only applicable for player's bars)
    1;//visible on enemies
    1;//show number
    3;//anchor point (0=left top, 1=right top, 2=left bottom, 3=right bottom)
    -250;//location x, pixels from anchor point
    -20;//location y, pixels from anchor point
    bar.png;//bar picture
    none;//background picture
    0;//background picture x offset
    0;//background picture y offset
    0;//background picture width
    0;//background picture height
    1;//height
    -200;//length in pixels for maximum (negative = bar increases to left)
    1;//red color component for minimum
    0;//green color component for minimum
    0;//blue color component for minimum
    1;//red color component for maximum
    0;//green color component for maximum
    0;//blue color component for maximum


    Player Races
      health bar;//description
    5;//specialty
    0;//difficulty level
    none;//message
    0.000000;//parameter0
    0.000000;//parameter1
    50.000000;//parameter2
    50.000000;//parameter3
    Shield bar;//description
    5;//specialty
    0;//difficulty level
    none;//message
    3.000000;//parameter0
    0.000000;//parameter1
    100.000000;//parameter2
    100.000000;//parameter3
    Shield Restore;//description
    6;//specialty
    0;//difficulty level
    none;//message
    3.000000;//parameter0
    1.000000;//parameter1
    3.000000;//parameter2
    1.000000;//parameter3


    Scripts
    Hit without Shield - 15;//name
    24;//identifier
    0;//run without calling (set to 0 if you use the script for example as a wield script)
    0;//call position, 0=player location, 1=mouse location
    0;//calling creature 0=player, 1=creature nearest to the mouse, 2=player controlled creature
    0;//run every n milliseconds
    none;//message
    0;//message type, 0=quick message, 1=journal
    none;//sound, none for nothing
    0;//delay script for n seconds after conditions met
    0;//disabled after first use, 0=no, 1=yes
    begin_conditions;
    5;//condition
    3.000000;//condition parameter0
    1.000000;//condition parameter1
    end_conditions;
    begin_effects;
    4;//effect number
    -15.00000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;


    Creatures
    Alien;//name---------------------------------------
    1;//identifier
    0;//class
    creature1.png;//texture
    2;//draw layer
    -1;//corpse item number in items.dat, -1=nothing, -2=whole corpse vanishes when dead
    0;//corpse item amount
    1;//attack type, 0=shooting attack, 1=close combat
    -1;//particle to show on radar, -1=none
    8;//primary AI tactic from AI_tactic.dat
    8;//secondary AI tactic from AI_tactic.dat
    1;//footstep particle from particles.dat
    0;//die after how many seconds, 0=doesn't die
    -1;//eat item number from items.dat, -1=nothing
    1.300000;//creature size
    1.300000;//creature weight (affects pushing)
    0.700000;//maximum movement speed
    0.000000;//minimum movement speed
    1.400000;//leg animation speed
    1.000000;//turn speed
    1.000000;//inertia level (acceleration/deceleration)
    0;//hide when behind walls
    1;//weapon number
    0.000000;//weapon_x
    10.000000;//weapon_y
    0;//blood particle
    1;//bars visible when player hovers mouse on top
    1.000000;//death animation speed
    1;//creature can move from area to another
    1000.000000;//AI hear range
    200.000000;//AI see range
    4.000000;//AI see angle
    begin_footstep_sounds
    step_a0.wav;//sample name
    step_a1.wav;//sample name
    step_a2.wav;//sample name
    end_footstep_sounds
    begin_hit_sounds
    groan0.wav;//sample name
    groan1.wav;//sample name
    groan2.wav;//sample name
    end_hit_sounds
    begin_die_sounds
    groan0.wav;//sample name
    groan1.wav;//sample name
    groan2.wav;//sample name
    end_die_sounds
    begin_eat_block
    end_eat_block
    begin_death_block
    end_death_block
    begin_hit_block
    end_hit_block
    begin_timed_block
    end_timed_block
    begin_specialties
    ;//description
    0;//number
    10.000000;//parameter0
    0.000000;//parameter1
    100.000000;//parameter2
    100.000000;//parameter3
    end_specialties


    Add this to all enemies weapons
        29;//effect number
    24.00000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    4;//effect number
    -15.000000;//parameter1
    0.000000;//parameter2
    10.000000;//parameter3
    0.000000;//parameter4


    This is how it works: All enemies have attacks which take away shield health, they also have a script which detects if the player has no shield left. If the player has no shield the script runs taking away normal health. There's also something important involving the creature's health bar, which I've forgotten. I've provided an example of the kind of creature you might need (pay attention to specialties). You can also create different scripts for different amounts of damage. All creatures must have creature's health as their health. THE END. Roll credits over picture of monkey playing guitar with Hot Cross Buns music playing in background.
    #
    MageKing17 16 years ago
    How similar is this to the Wazzal II shield system?
    #
    Aegis 16 years ago
    Umm.... *runs aways*

    Code for gun and stuff happens to bullet mid-way during flight of the bullet involving creatures and timed thingies, it is also untimed. (you need code from that POKEMON post too)

    WEAPONS OF MASS DESTRUCTOR

    Plasma Cannon;//name---------------------------------------
    64;//identifier
    8;//class
    Eball.png;//bullet texture
    1;//bullets at one shot
    1;//stop at hit 0=stop where hit, 1=don't stop
    10.000000;//bullet size
    0.00000;//spread
    0.400000;//bullet speed
    1000.000000;//time until bullet disappears
    2000;//fire rate
    0;//trace 0=no trace, 1=blue beam, 2=bullet trace, 3=red beam, 4=green beam, 5=yellow beam
    -1;//hit visual effect colour, -1=nothing 0=?, 1=red, 2=green, 3=blue
    0;//hit visual effect particle, -1=nothing, 0=>particle from particles.dat
    claws_0.wav;//hit effect sound
    0.000000;//push target back
    0.00000;//push shooter back
    zap.wav;//fire sound
    claws_0.wav;//hit sound
    0.100000;//AI hear volume, the amount of anger the AI gets when it hears the weapon
    begin_wield_conditions;
    end_wield_conditions;
    begin_fire_effects;
    10;//effect number
    43.000000;//parameter1
    -1.000000;//parameter2
    -1.000000;//parameter3
    -1.000000;//parameter4
    4;//effect number
    -10.000000;//parameter1
    0.000000;//parameter2
    1.000000;//parameter3
    0.000000;//parameter4
    end_fire_effects;
    begin_hit_effects;
    4;//effect number
    -50.000000;//parameter1
    0.000000;//parameter2
    10.000000;//parameter3
    0.000000;//parameter4
    end_hit_effects;
    Plasma Lightning;//name---------------------------------------
    65;//identifier
    0;//class
    lightning.png;//bullet texture
    1;//bullets at one shot
    1;//stop at hit 0=stop where hit, 1=don't stop
    20.000000;//bullet size
    0.000000;//spread
    2.500000;//bullet speed
    600.000000;//time until bullet disappears
    1;//fire rate
    0;//trace 0=no trace, 1=blue beam, 2=bullet trace, 3=red beam, 4=green beam, 5=yellow beam
    -1;//hit visual effect colour, -1=nothing 0=?, 1=red, 2=green, 3=blue
    0;//hit visual effect particle, -1=nothing, 0=>particle from particles.dat
    claws_0.wav;//hit effect sound
    0.000000;//push target back
    0.00000;//push shooter back
    zap.wav;//fire sound
    claws_0.wav;//hit sound
    0.100000;//AI hear volume, the amount of anger the AI gets when it hears the weapon
    begin_wield_conditions;
    end_wield_conditions;
    begin_fire_effects;
    end_fire_effects;
    begin_hit_effects;
    4;//effect number
    -10.000000;//parameter1
    0.000000;//parameter2
    10.000000;//parameter3
    0.000000;//parameter4
    22;//effect number - side
    3.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    24;//effect number
    62.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_hit_effects;


    Creatures. Like POKEMON!!11
    Plasma Zap;//name---------------------------------------
    43;//identifier
    0;//class
    invisible_creature.png;//texture
    2;//draw layer
    -2;//corpse item number in items.dat, -1=nothing, -2=whole corpse vanishes when dead
    0;//corpse item amount
    1;//attack type, 0=shooting attack, 1=close combat
    -1;//particle to show on radar, -1=none
    0;//primary AI tactic from AI_tactic.dat
    0;//secondary AI tactic from AI_tactic.dat
    10;//footstep particle from particles.dat
    2;//die after how many seconds, 0=doesn't die
    -1;//eat item number from items.dat, -1=nothing
    2.000000;//creature size
    0.030000;//creature weight (affects pushing)
    3.000000;//maximum movement speed
    0.000000;//minimum movement speed
    0.000000;//leg animation speed
    0.000000;//turn speed
    0.000000;//inertia level (acceleration/deceleration)
    0;//hide when behind walls
    0;//weapon number
    0.000000;//weapon_x
    0.000000;//weapon_y
    10;//blood particle
    0;//bars visible when player hovers mouse on top
    1.000000;//death animation speed
    0;//creature can move from area to another
    0.000000;//AI hear range
    0.000000;//AI see range
    0.000000;//AI see angle
    begin_footstep_sounds
    end_footstep_sounds
    begin_hit_sounds
    end_hit_sounds
    begin_die_sounds
    end_die_sounds
    begin_eat_block
    end_eat_block
    begin_death_block
    end_death_block
    begin_hit_block
    end_hit_block
    begin_timed_block
    200;//interval in milliseconds
    begin_conditions;
    3;//condition number - zap stop
    0.000000;//parameter0
    2.0000000;//parameter1
    end_conditions;
    begin_effects;
    22;//effect number - side
    3.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    24;//effect number - zap
    65.000000;//parameter1
    1.000000;//parameter2
    3.000000;//parameter3
    1.570000;//parameter4
    24;//effect number - zap
    65.000000;//parameter1
    1.000000;//parameter2
    3.000000;//parameter3
    -1.570000;//parameter4
    17;//effect number - zap stop
    1.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    10.000000;//parameter4
    end_effects;
    20;//interval in milliseconds
    begin_conditions;
    end_conditions;
    begin_effects;
    67;//effect number
    0.01500;//parameter1
    3.00000;//parameter2
    0.00000;//parameter3
    1.00000;//parameter4
    end_effects;
    60;//interval in milliseconds
    begin_conditions;
    5;//condition number - zap go
    0.000000;//parameter0
    2.0000000;//parameter1
    end_conditions;
    begin_effects;
    24;//effect number - zap
    65.000000;//parameter1
    1.000000;//parameter2
    3.000000;//parameter3
    1.570000;//parameter4
    24;//effect number - zap
    65.000000;//parameter1
    1.000000;//parameter2
    3.000000;//parameter3
    -1.570000;//parameter4
    end_effects;
    end_timed_block
    begin_specialties
    No AI;//description
    5;//number
    0.000000;//parameter0
    0.000000;//parameter1
    0.000000;//parameter2
    0.000000;//parameter3
    zap stop;//description
    0;//number
    0.000000;//parameter0
    0.000000;//parameter1
    4.000000;//parameter2
    2.000000;//parameter3
    HIT;//description
    4;//number
    0.000000;//parameter0
    1.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    end_specialties


    CODE FOR SCARED SCIENTIST
    Teh creatures.
    Scared Scientist;//name---------------------------------------	
    25;//identifier
    0;//class
    Doc.png;//texture
    2;//draw layer
    -1;//corpse item number in items.dat, -1=nothing, -2=whole corpse vanishes when dead
    0;//corpse item amount
    1;//attack type, 0=shooting attack, 1=close combat
    19;//particle to show on radar, -1=none
    8;//primary AI tactic from AI_tactic.dat
    8;//secondary AI tactic from AI_tactic.dat
    1;//footstep particle from particles.dat
    0;//die after how many seconds, 0=doesn't die
    -1;//eat item number from items.dat, -1=nothing
    0.700000;//creature size
    1.500000;//creature weight (affects pushing)
    0.500000;//maximum movement speed
    0.000000;//minimum movement speed
    1.000000;//leg animation speed
    2.000000;//turn speed
    1.000000;//inertia level (acceleration/deceleration)
    1;//hide when behind walls
    0;//weapon number
    0.000000;//weapon_x
    20.000000;//weapon_y
    0;//blood particle
    0;//bars visible when player hovers mouse on top
    1.000000;//death animation speed
    1;//creature can move from area to another
    30.000000;//AI hear range
    20.000000;//AI see range
    4.0000000;//AI see angle
    begin_footstep_sounds
    step_a0.wav;//sample name
    end_footstep_sounds
    begin_hit_sounds
    groan0.wav;//sample name
    end_hit_sounds
    begin_die_sounds
    groan0.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
    10050;//interval in milliseconds
    begin_conditions;
    end_conditions;
    begin_effects;
    47;//effect number
    0.000000;//parameter1
    0.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    end_timed_block
    begin_specialties
    health bar;//description
    0;//number
    10.000000;//parameter0
    0.000000;//parameter1
    30.000000;//parameter2
    30.000000;//parameter3
    end_specialties

    Teh dialog
    Scared Scientist;//name
    0;//identifier
    ARGHHHH!!!!;//text
    2000;//duration
    1;//next dialog line (-1=none)
    1;//text color r
    0;//text color g
    0;//text color b
    Scared Scientist2;//name
    1;//identifier
    NO!!!!!!!;//text
    2000;//duration
    2;//next dialog line (-1=none)
    1;//text color r
    0;//text color g
    0;//text color b
    Scared Scientist3;//name
    2;//identifier
    MUMMMMYYY!!!!!;//text
    2000;//duration
    3;//next dialog line (-1=none)
    1;//text color r
    0;//text color g
    0;//text color b
    Scared Scientist4;//name
    3;//identifier
    I DON'T WANNA DIE!!!!!!;//text
    2000;//duration
    4;//next dialog line (-1=none)
    1;//text color r
    0;//text color g
    0;//text color b
    Scared Scientist5;//name
    4;//identifier
    Ok...Remember your training...;//text
    2050;//duration
    0;//next dialog line (-1=none)
    0;//text color r
    0;//text color g
    1;//text color b


    The end. No rights reserved. If you would like to make a donation then please call "1800 Chicken Salad" and send the money to "Professor Von Fluffchops". MUMMMMYYY!!!!! is spelt the Aus way. To translate to French add the sound "WEE!" to the end of everything.
    #
    Admiral 16 years ago
    The multiple choice question/answer console

    Used to give a question/answer situation. In this case an item is given if the correct answer item is used:

    Plot Item:

    QuestionAlter1;//name---------------------------------------
    1;//identifier
    -1;//map type to place to -1=any map 0=> type from areas.dat
    0;//plot_object class
    22;//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;
    You find a strange alter with a question ingrained into the surface, there appear to sliding panels in the form of an interface...;//event text
    pick_up.wav;//sound, none for nothing
    0;//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
    18.000000;//parameter1
    1.000000;//parameter2
    1.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    19.000000;//parameter1
    1.000000;//parameter2
    1.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    20.000000;//parameter1
    1.000000;//parameter2
    1.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    21.000000;//parameter1
    1.000000;//parameter2
    1.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    22.000000;//parameter1
    1.000000;//parameter2
    1.000000;//parameter3
    0.000000;//parameter4
    52;//effect number
    1.000000;//parameter1
    0.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    62;//effect number
    1.000000;//parameter1
    0.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    end_effects_block;


    The five Items:

    Question 1:;//name---------------------------------------
    18;//identifier
    0;//item class
    0.000000;//weight
    Who was the Egyptian god of the Sun?;//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
    qpmystery.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;
    ???;//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;
    62;//effect number
    0.000000;//parameter1
    0.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    52;//effect number
    0.000000;//parameter1
    0.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    end_effects_block;
    begin_combinations;
    end_combinations;
    Answer 1:;//name---------------------------------------
    19;//identifier
    0;//item class
    0.000000;//weight
    Set.;//short description
    none;//first pick up text
    0.450000;//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
    qpmystery.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;
    Sorry, that's incorrect.;//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;
    62;//effect number
    0.000000;//parameter1
    0.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    52;//effect number
    0.000000;//parameter1
    0.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    end_effects_block;
    begin_combinations;
    end_combinations;
    Answer 2:;//name---------------------------------------
    20;//identifier
    0;//item class
    0.000000;//weight
    Anubis.;//short description
    none;//first pick up text
    0.450000;//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
    qpmystery.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;
    Sorry, that's incorrect.;//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;
    62;//effect number
    0.000000;//parameter1
    0.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    52;//effect number
    0.000000;//parameter1
    0.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    end_effects_block;
    begin_combinations;
    end_combinations;
    Answer 3:;//name---------------------------------------
    21;//identifier
    0;//item class
    0.000000;//weight
    Ra.;//short description
    none;//first pick up text
    0.450000;//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
    qpmystery.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;
    Correct, collect your prize.;//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;
    16;//effect number
    38.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    62;//effect number
    0.000000;//parameter1
    0.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    52;//effect number
    0.000000;//parameter1
    0.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    end_effects_block;
    begin_combinations;
    end_combinations;
    Answer 4:;//name---------------------------------------
    22;//identifier
    0;//item class
    0.000000;//weight
    Anubis.;//short description
    none;//first pick up text
    0.450000;//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
    qpmystery.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;
    Sorry, that's incorrect.;//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;
    62;//effect number
    0.000000;//parameter1
    0.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    52;//effect number
    0.000000;//parameter1
    0.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    end_effects_block;
    begin_combinations;
    end_combinations;


    I hope this helps
    #
    Forum » The Notrium Modding Library
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