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Messages - SPTX

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46
Modding / Re: Changing the ammo system?
« on: April 11, 2013, 16:18 »
EDIT: What sound IDs exist that are appropriate for explosions?
I'll bounce on that asking for a full list of sound IDs.

47
Modding / Re: Changing the ammo system?
« on: April 08, 2013, 10:45 »
Wouldn't it work using
Code: [Select]
OnAction()
{
if Being:attack(player) then "your_action"
}
?

48
Modding / Re: A couple questions
« on: April 08, 2013, 03:42 »
Perfect, thanks.

Now about these melee attacks I talked about earlier (maybe not ITT). How are they called by the game? I am talking about the melee attacks or non-melee monsters and the player when he has a weapon equipped. When bumping into other beings.

I basically need to change the default 1d3 given by fists.
Do fists have an ID? "fists" or items.fists doesn't seem to work.

49
Modding / Re: A couple questions
« on: April 05, 2013, 02:48 »
This isn't working because you aren't storing the return value of the function call, you are comparing the function itself.
This is working for me (although there is no end statement).  Are you sure it isn't something else that is wrong?
I just tried again and it worked, can't tell what I did wrong the first time since I erased it. However since I use "if" I have to print the text twice (and make the choice twice) which makes the use of msg_choice useless compared to msg_confirm.
I'll use this until I can figure out something more... elegant.

Speaking of it, I don't seehow to return the value from the function call after calling it.

Use "@<" to make the text bolder and "@>" to stop bolding.
Code: [Select]
"Do you want to become a Lost @<S@>oul or a Former @<H@>uman?"
Wonderful, thanks. How come I didn't find anything about it on the internet, is it exclusive to the Pascal engine?

Side question : I'll need to check which weapon has been equipped later-on. How do?

50
Modding / Re: Changing the ammo system?
« on: April 04, 2013, 12:43 »
There is http://doom.chaosforge.org/wiki/Modding:Being#being_set_inv_item but having to define a slot may cause trouble for beings starting with an inventory.
I'd try
Code: [Select]
being.inv:add("item")Not sure if it's an actual procedure, but seeing how it isn't documented and that both player and being have inventory procedures while player inherits from being, it might just work.
However, don't quote me on that please.

51
Modding / Re: A couple questions
« on: April 04, 2013, 09:53 »
I have this :
Code: [Select]
function Repercussions.OnLoaded()
ui.msg_choice("Do you want to become a Lost Soul(S) or a Former Human(H)?","SH")
if ui.msg_choice == "S" then player.eq[SLOT_WEAPON] = "SPTXlostsoul"
elseif ui.msg_choice == "H" then player.eq[SLOT_WEAPON] = "SPTXformerhuman"
end end
However the procedures aren't executed when chosen. What am I doing wrong?

Note that the player.eq[SLOT_WEAPON] procedures work properly when used alone. Is ui.msg_choice really returning S or H?
I tried with
Code: [Select]
if ui.msg_choice("Do you want to become a Lost Soul(S) or a Former Human(H)?","SH") == "S" then player.eq[SLOT_WEAPON] = "SPTXlostsoul"which yielded the same non-result.

Also, how do I put characters in bold (like the mod install asks with armor boots weapon [abw])?

52
Modding / Re: Changing the ammo system?
« on: April 04, 2013, 09:15 »
I think it may be related to scripted levels as they do not use the generator to place enemies. Try to make a replacement of each being you need replaced using the OnEnter hook.

53
Modding / Re: About traits, doc needed
« on: April 03, 2013, 06:35 »
When it will be finished, the mod won't allow stats-changing items, so setting the maxhp shouldn't cause issues. I'll keep that in mind for future reference though.

54
Modding / Re: About traits, doc needed
« on: April 02, 2013, 05:35 »
It wouldn't work for me since I want to change what the maxHP "would have been" instead of what it is.
ie : instead of 50 + ironman*2 + 10(my value), I want it to become 10(my value)+ironman*2.
As if the player had a klass that starts with less HP, except the change happens during gameplay.

What is ironman's nID btw? I don't think I need the others but that would be nice to reference them as well.
Nevermind, not needed at all indeed.

55
Modding / Re: About traits, doc needed
« on: April 02, 2013, 04:56 »
I intend to modify the player's max HP without erasing the bonus maxhealth granted by whatever he already has, which is what am doing right now (using player.hpmax = "value").

Quote
player:get_trait(traits["trait_id"].nid)
What is nid?

56
As for quick_weapon that cannot be abused.  Only cursed weapons block the equip/unequip logic.
I just tried the cursed weapons thinking it would just prevent me to unequip the weapon, but it also prevents switching, which is perfect for what I wanted.

57
Modding / About traits, doc needed
« on: April 02, 2013, 02:35 »
My need right now is to know what argument to call for a function.
I want something like :

player.hpmax = "ironmanlevel"*10+"myvalue"

Thing is, I don't know what I must put in place of "ironman".
Or if possible, instead of ironmanlevel*10, the amount of HP granted by ironman.

58
Modding / Re: A couple questions
« on: April 02, 2013, 01:56 »
Ah! I no longer have to worry about that then.

59
Releases / Re: MOCKRL: CYBERMDEON MADDNES!1!!!11
« on: April 01, 2013, 07:44 »
ur version is not 2.0
step it up

60
Modding / Re: Changing the ammo system?
« on: March 30, 2013, 18:52 »
Doesn't seem to work by simply doing that.

I have "psprite = SPRITE_CYBERDEMON," on my item that gives the player the cyberdemon's sprite.
I tried with both "flags = {F_LARGE}" and "OnEquip = function (self,player) player.flags[F_LARGE] = true".

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