Sounds reasonable Thanks, Timeslip!
No engine magic needed for that. It doesn't even need any particularly complicated scripting.Josan12 said:Can you help with this, Timeslip? With another peice of engine magic or an sfall script? Or anyone else?
We want to be able to 'charge' the famous V13 water flask with 'ammo' - except of course the 'ammo' represents water. Kindof like the motion scanner and stealth-boy that have use 'charges'.
Our goal is simple - you 'use' a well and it contains a script which 'charges' your water flask. So what we want to do is have the player be able to 'use' the flask, which will decrease the 'thirst' variable and use a 'charge' on the item.
Can you help with this, Timeslip? With another peice of engine magic or an sfall script? Or anyone else?
Timeslip said:No engine magic needed for that. It doesn't even need any particularly complicated scripting.Josan12 said:Can you help with this, Timeslip? With another peice of engine magic or an sfall script? Or anyone else?
You have two options:
1) script the water flask, which will prevent it from stacking, and have a file scope variable in the script to store how much water is in the flask.
2) accept that flasks are going to stack, and don't bother trying to keep track of how much water each individual flask contains, and instead keep a single value on the player, capped at x times the number of flasks in the players inventory, where x is however many 'charges' one flask is supposed to hold. You can then handle everything in the obj_dude script, or in a global script.
Personally, I'd go for option 2.
Timeslip said:2) accept that flasks are going to stack, and don't bother trying to keep track of how much water each individual flask contains, and instead keep a single value on the player, capped at x times the number of flasks in the players inventory, where x is however many 'charges' one flask is supposed to hold. You can then handle everything in the obj_dude script, or in a global script.
Personally, I'd go for option 2, because option 1 would just be asking to be bitten by the too many items bug.
But also - i have to confess i forgot there's lots of V13 flasks in the game and does kinda screw things up doesn't it (with the stacking and stuff)
I'd consider removing all V13 flasks from the game in that case (except for the holy one given by the elder at the begining of the game) to alleviate the problem.
Thoughts?
Chris Parks said:Only attach the script to one flask at the beginning of the game. If you lose it during the game... you die!
Nirran said:make a new item pro for the water,change its pic(simple color change maybe)
Nirran
By each item having a different frm, obviously.Josan12 said:Hmm. But how to visually show the flask is full?
What will their default hardcoded values be? (0 - ie off?)Timeslip said:Removed from ddraw.ini, but which will still be recognised if they're readded:
DialogueFix, GainStatPerkFix, BlackSkilldexFix, SaveInCombatFix, SingleCore
On, of course. Would be a bit silly removing a big pile of fixes otherwise. (As a caveat, until now they've always defaulted to off. It's only from 2.9 that the defaults have changed.)killap said:What will their default hardcoded values be? (0 - ie off?)
Alright, that's why I was asking.Timeslip said:(As a caveat, until now they've always defaulted to off. It's only from 2.9 that the defaults have changed.)
Makes sense to me.Timeslip said:They're just the options where there might need to be a reason for someone to turn them back off, but not a good enough reason to have the options cluttering up the ini for everyone else.
No, it's not. I added that option only for testing, and to give the mods that were already using altered exe's (e.g. the megamod) a chance to switch back to the default one. (*points at release post where I first talked about why sfall had switched to a crc check.*) As I've already mentioned a few times now, as of 2.8, the ExtraCRC option only works in the debug version of sfall.Magnus said:Timeslip, the installer in my mod searches the ddraw.ini for an ExtraCRC setting and replaces it with that from the hacked .exe, if it can't find one it will make one. Is this an okay way to do it?
Magnus said:I have absolutely no idea how to script stuff
//hs_calcapcost.int
procedure start begin
variable type;
if hook_init == 0 then begin
type:=get_sfall_arg;
type:=get_Sfall_arg;
if type==<whatever the values are for the unarmed attacks. iirc nirran did some research earlier in the thread.>
set_sfall_return(<whatever ap cost you want>);
end
end
end
And neither would I want you to. Why on earth would you want to do that? My suggestion was for you to add a new option to the AmmoMod setting for your own mod.Magnus said:and don't want to pack an extra ddraw.dll for each major mod out there into the install.
Yes, script it. (a mixture of hs_combatdamage, and set_critter_extra_stat in a global script)Magnus said:Also, is it possible to make Melee Damage apply to Throwing weapons? Is it possible to change the way it's calculated, I'm thinking ST+AG/3 would be good? And, is it possible to make it affect both minimum and maximum damage instead of just maximum?