.Pixote. said:
Don't forget hand to hand... how about - these crazy numbers
15.0% Laser Rifle
15.0% Minigun
15.0% Flamethrower
15.0% Plasma Rifle
10.0% Gatling Laser
10.0% Rocket Launcher
20.0% Melee
Otherwise it might too difficult to defeat the super mutants.
Here we go;
[spoiler:53f9d43e28] variable LVar5 := 0;
LVar5 := random(0, 2);//Give each mutant zero, one, or two stimpaks
if LVar5 == 1 then begin
LVar5 := create_object_sid(40, 0, 0, -1);//stimpak
add_mult_objs_to_inven(self_obj, LVar5, 1);
end
else begin
if LVar5 == 2 then begin
LVar5 := create_object_sid(40, 0, 0, -1);//stimpak
add_mult_objs_to_inven(self_obj, LVar5, 2);
end
end
/*
This will randomize what weapon they start with, and generate ammo for it: --Sduibek
// Need to modify # of ammo items generated for Survival mod
20.0% Minigun 4
20.0% Melee 4
15.0% Laser Rifle 3
15.0% Flamethrower 3
10.0% Plasma Rifle 2
10.0% Gatling Laser 2
10.0% Rocket Launcher 2
100% (total) /20
*/ WeaponID := (random(1, 20));
if (WeaponID == 1) or (WeaponID == 2) or (WeaponID == 3) or (WeaponID == 4) then begin
AmmoID := create_object_sid(35, 0, 0, -1);//5mm JHP
add_mult_objs_to_inven(self_obj, AmmoID, 3);
AmmoID := create_object_sid(36, 0, 0, -1);//5mm AP
add_mult_objs_to_inven(self_obj, AmmoID, 3);
weaponPtr := create_object_sid(12, 0, 0, -1);//Minigun
end
else begin
if (WeaponID == 5) or (WeaponID == 6) or (WeaponID == 7) or (WeaponID == 8) then begin
AmmoID := create_object_sid(40, 0, 0, -1);//stimpak, since he's melee
add_mult_objs_to_inven(self_obj, AmmoID, 1);
if random(0,1)
weaponPtr := create_object_sid(234, 0, 0, -1);//Spiked Knuckles
end
else begin
weaponPtr := create_object_sid(21, 0, 0, -1);//Brass Knuckles
end
end
else begin
if (WeaponID == 9) or (WeaponID == 10) or (WeaponID == 11) then begin
AmmoID := create_object_sid(39, 0, 0, -1);//MFC ammo
add_mult_objs_to_inven(self_obj, AmmoID, 2);
weaponPtr := create_object_sid(118, 0, 0, -1);//Laser Rifle
end
else begin
if (WeaponID == 12) or (WeaponID == 13) or (WeaponID == 14) then begin
AmmoID := create_object_sid(32, 0, 0, -1);//Fuel
add_mult_objs_to_inven(self_obj, AmmoID, 4);
weaponPtr := create_object_sid(11, 0, 0, -1);//Flamethrower
end
else begin
if (WeaponID == 15) or (WeaponID == 16) then begin
AmmoID := create_object_sid(39, 0, 0, -1);//MFC ammo
add_mult_objs_to_inven(self_obj, AmmoID, 2);
weaponPtr := create_object_sid(15, 0, 0, -1);//Plasma Rife
end
else begin
if (WeaponID == 17) or (WeaponID == 18) then begin
AmmoID := create_object_sid(39, 0, 0, -1);//MFC ammo
add_mult_objs_to_inven(self_obj, AmmoID, 4);
weaponPtr := create_object_sid(28, 0, 0, -1);//Gatling Laser
end
else begin
if (WeaponID == 19) or (WeaponID == 20) then begin
AmmoID := create_object_sid(14, 0, 0, -1);//Rocket HE
add_mult_objs_to_inven(self_obj, AmmoID, 5);
AmmoID := create_object_sid(37, 0, 0, -1);//Rocket AP
add_mult_objs_to_inven(self_obj, AmmoID, 5);
weaponPtr := create_object_sid(13, 0, 0, -1);//Rocket Launcher
end
end
end
end
end
end
end
add_obj_to_inven(self_obj, weaponPtr);
wield_obj_critter(self_obj, weaponPtr);
[/spoiler:53f9d43e28]
A little preview of what's coming in Alpha 2
Code:
-->local_vars=0 set to =1 for ALL scripts in SCRIPTS.LST
fixes issues believe it or not
-->ground gfx for couple items that didn't have it
-->descs to many scenery items that were missing it
--> fixed staircases, one or two of the scenery items
always had no script linked to them
--> fixed AI Packets linked to critters;
at least a third in the game were completely wrong,
if not more like a half
--> fixed AI type for Invasion Mutants
--> added some stuff to Shady Sands and fixed crashes
--> endgame mod
--> "you tread without persmission" has about three times the ghouls
instead of just two
--> level 3 of Necro Vault has many many more ghouls,
so if you are a bastard and take the chip without fixing the pump
you have a not-lame fight on your hands
--> included graphic fixes by...
120% Mutant Deaths PIXOTE
Metal Armor Sledge Thrust x'il
Lou LT fixed Lexx
--> install settings instead of .bat:
free_space=0
--> combatai and combat msgs, tons of changes
--> increased speech in combat %chance by 50%, rounded down
--> incorporated some of the death messages from Wasteland :)
--> lots of spellchecking in TEXT/ENG/GAME - Done.
--> lots more commenting added to many scripts
--> random weap, + stims & knuckles for Invasion Mutants
--> rads from zombies via RndEcGen
--> Brotherhood Armor (239 PRO) price increased from 4800 to 7800, to fit into armor/price hierarchy
--> Sharpshooter fix included (by ravachol), and it DOES have an effect at Per of 9 & 10