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Messages - SuperCaffeineDude

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1
Help / Re: Boosting stats for a turn
« on: November 28, 2019, 08:13:50 pm »
Huh, the psi-amp sounds like a good tip  :D

I've had a look at your  [Documentation] post, it's been most of my insight lol.

Perhaps I could do something similar to your "poison bullets"

So it inflicts an increase in the desired stat (i.e. +1), then negates it entirely the next turn (i.e. -1) I'll give it a go

Question: "offset: 1" does that mean carry out effect next turn or??  :P

2
Help / Boosting stats for a turn
« on: November 28, 2019, 06:35:29 pm »
Is there a way to have the effects of a stat like shooting/melee temporarily boosted/negated for 1 turn by another unit? (not permanently boosted?)

Example; Officer has a radio that he uses on a rookie to tell him to remember his training
Psi-Unit uses an attack to warp an enemy's perception, that reduces their chance to hit that turn

3
Help / Re: Inventory rejigging
« on: November 28, 2019, 01:32:08 pm »
I just thought I'd mention the visual-error, I'm mucking around atm, I was going to put a static item in the left-hand and put it off screen, but it seems I may be able to just use a black box to hide that inventory space.

I have ideas for using the left-hand now for universal soldier abilities now.

4
Help / Re: Inventory rejigging
« on: November 27, 2019, 09:55:10 am »
Just some notes,

Code: [Select]
  - id: STR_RIGHT_HAND
    x: -99999
    y: -99999

Will hide the right hand from view

Code: [Select]
  - id: STR_RIGHT_HAND
    x: -999999
    y: -999999

Will cause visual errors (too large a number?)

Idea: Right hand (in example) would still be visible in battle, but could be used to host armor attacks/abilities

WIP: Rename using "extraStrings:"

5
Help / Re: Inventory rejigging
« on: November 24, 2019, 09:45:15 pm »
Ah, well that seems to be that  :P thanks Meridian

Am I right in thinking some mods just block slots (like the backpack or left-hand) with a static item (like a shield)?

I guess I'll adjust the hardcoded items to look more like what I have in mind.

Cheers!

6
Help / Inventory rejigging
« on: November 24, 2019, 04:24:09 pm »
I'm adjusting the space weapons take up, and the like.

I've created a 4x1 weapon, a mosin-rifle resting horizontally (3*width is too small imo).

When an item is picked up by the cursor for placement the image crops to a different size, is there a way to stop or redefine the cropping?
Also the weapon seems tricky to get into the inventory (need to test more)

Lastly is there a way to delete inventory space without causing errors?
For example, when I delete the left hand an error occurs when the battle is started (I guess because of the aliens trying to access it)
Code: [Select]
invs:
  - delete: STR_LEFT_HAND


I essentially am trying to make a new inventory that has only...

Wielded Item 3x4 *1 (type: anything)
Slung Item 3x4 *1 (type: gun/corpse)
Quickdraw Item 1x2 *2 (type: gun/melee)
Utility Storage 1x1 *4 (type: ammo/grenades etc)

Interested in knowing if this is feasible with basic adjustments.

7
Help / Re: Mana simulating Fatigue/PTS/Trauma
« on: November 19, 2019, 12:56:11 pm »
Riiiiiiiiiiiiiiiiiiiiiiiighty so I have blundered my way through this...

Code: [Select]
armors:
  - delete: STR_NONE_UC
  - type: STR_COVERALL_UC
    spriteSheet: XCOM_0.PCK
    spriteInv: MAN_0
    spriteFaceGroup: 6
    spriteFaceColor: [96, 96, 96, 96, 160, 160, 163, 163] #M0 F0 M1 F1 M2 F2 M3 F3
    spriteHairGroup: 9
    spriteHairColor: [144, 144, 164, 164, 245, 245, 166, 166] #M0 F0 M1 F1 M2 F2 M3 F3
    storeItem: STR_NONE
    corpseBattle:
      - STR_CORPSE
    frontArmor: 12
    sideArmor: 8
    rearArmor: 5
    underArmor: 2
    damageModifier:
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 1.2
      - 1.6
      - 1.0
    loftempsSet: [ 3 ]
    scripts:
      createUnit: |
        var int rngValue;
        var int newManaValue;
        battle_game.randomRange rngValue 0 10;
        unit.getMana newManaValue;
        sub newManaValue rngValue;
        unit.setMana newManaValue;
        return;


This takes away a random amount of mana between 0-10 at the very start of mission, this may be useful to someone so I'll leave this here

This is obviously very basic, but much better than the grenades thank you ohartenstein23.

What I'd like is...

Change the name of STR_Mana to "Stress"/X
Colour change of Mana bar to black/X (it's not going to be a good thing to have)
Have effect to signify the stat hit

Have effects created by too much mana similar to X-files/Piratez.

8
Help / Re: Mana simulating Fatigue/PTS/Trauma
« on: November 17, 2019, 03:57:42 pm »
`flatHundred` is dummy stat that always equal to 100, similar to `flatOne` that is always equal to 1.
And no, if result of this whole bonus is less than `0.5` then nothing will be changed, because game use round values.

`flatHundred: -0.016` ->  -2
`flatHundred: -0.01` ->  -1
`flatHundred: -0.007` ->  -1
`flatHundred: -0.003` ->  0

Thanks, seems sensible.

Request

I have hit a wall with the concept/practice of having Soldiers come with turn-0 grenades that drain the their own mana, as they (seem) to need to be triggered by the player, and cannot have their fuses primed by the computer.

What may be sensible is to have the LandingZone drop mana explosions instead.

I want to do something like this...
Code: [Select]
  - type: STR_FIRESTORM
    soldiers: 10
    vehicles: 1
    battlescapeTerrainData:
      name: FIRES
      mapDataSets:
        - BLANKS
        - LIGHTNIN
      mapBlocks:
        - name: FIRES
          width: 10
          length: 10
          items:
STR_ONETILEMANABOMB:
     - [5, 3, 1]
     - [5, 4, 1]
     #etc.
          fuseTimers:
STR_ONETILEMANABOMB: [0, 0]
    deployment:
      - [5, 3, 1, 2] # at each axis place bomb
      - [5, 4, 1, 2]
      - [4, 3, 1, 2]
      - [4, 4, 1, 2]
      - [4, 2, 1, 2]
      - [4, 5, 1, 2]
      - [3, 2, 1, 2]
      - [3, 5, 1, 2]
      - [2, 3, 1, 2]
      - [2, 4, 1, 2]

Does anyone have a basic RUL file for the SKYRANGER and other transports? I'd like to see if I can achieve this effect of each mission draining mana, rather than each turn.  :P

Also how does this fuse work, i.e. "STR_TIMEBOMB: [0, 0]" does it cause an explosion before or after the players turn? (Honestly I'm hoping before or this'll be really janky)

9
Help / Re: Mana simulating Fatigue
« on: November 16, 2019, 09:45:26 am »
Ah I see you use armor recovery, as I kind of thought initally, silly me.

Code: [Select]
    recovery:
      mana:
        flatHundred: -0.01

Not sure what I must of been looking at, sorry for the confusion.

So question: "flatHundred" what does that do?

Also what would occur if the value was -0.0025? would mana decrease by 1 tick per 4 turns?

...

Thoughts... can Xcom armor be made to cause mana damage on death (i.e. explode dealing mana damage)?

If so maybe a large mana explosion 10 squares or so, could be triggered, simulating seeing/hearing a friend die...
An initial mana explosion could be triggered at the start of a battle, just simulating general fatigue...
Each hit of a weapon could also deal mana damage simulating a near death experience maybe...

An armor could reduce this effect by making the user feel "safe" i.e. a jumpsuit makes them feel exposed, a shield makes them feel safer.
High morale and energy could maybe resist the effect.

Idea: Invert it to something that accumulates from 0 to X, label it Trauma. i.e. David Smith starts with 0 Trauma, but ends up with 23 Trauma, he is left to R&R which reduces his Trauma back to 0.

10
Help / Re: Mana simulating Fatigue
« on: November 14, 2019, 04:12:31 am »
Quote
Mana is recovered every day by an amount determined by base buildings. (Default: none.)

This part is good no worries  :)

Basically I'm not really after other ways to replenish it, just ways to take it away once per mission.

So I have all soldiers start with 10 mana -easy-
I have their base attributes degrade when mana is lost -unsure-
I have their mana degrade once every mission -unsure-
Have mana regained at base -easy-

My thoughts...
Each armor could consume 1 mana, but this is per turn not once per-mission
An explosive goes off in transport consuming 1 mana

Another idea might be that a unit spawns with grenade that takes 1 mana

something like...
isExplodingInHands true
blastRadius 1
Damage ToMorale

Not really sure how to make them spawn with something like that though.

11
The X-Com Files / Re: car and van trajectories
« on: November 14, 2019, 03:16:02 am »
This is probably awful so I'm not really suggesting it, just speculating.

Spawn alien bases around globe as "airports", roll a cutscene "you depart from x to y" with a nice few of slides like...
-you drive to the airport-
-you check your luggage in, you take nothing suspicious-
-you fly off to your destination-
 
In addition spawn alt mission if the player is close enough to drive to, bonus maybe being they can bring what they like.

-insert desired mission-

missionXCompleted research awarded
baseSelfDestructCode destroys all airports (to remove mission).

Obviously an actual flight in a civilian aircraft is a little too much to simulate, as would be the passage of time, so probably the most accurate way to portray those steps is to just average out the the x-hour drive and y-hours of flight. as you do now.

12
Help / Re: Mana simulating Fatigue
« on: November 13, 2019, 01:07:47 am »
"freshness" and "readiness" are mana, not commendations

Understood. I am just wondering how readiness/freshness is being used to simulate the effects of Fatigue

(i.e. do they use a commendation each battle to subtract readiness/freshness? (I'm guessing not now))

Can a Units supply of Mana be deducted in a Debriefing perhaps? Or at the start of mission?

All I want to do is...
Mana Supply effects base stats (i.e less/more mana effects unit's performance)
Mana Supply is "somehow" subtracted each mission (i.e. unit is tired)
Mana Supply is recovered at base over time (i.e. unit has rested)

Perhaps this is not the best way, I'm just trying to find something that works.

13
Help / Mana simulating Fatigue/PTS/Trauma
« on: November 13, 2019, 12:23:25 am »
Hi, I'm looking through the references, and I'm looking for the best way to simulate Fatigue with the current build.

One way of simulating seems to be to have all armors drain Mana, and then there's the commendations that I think are used in Pirates(Freshness) and X-Files(Readiness) I'm not really sure where to start with that  :-[

Would anyone be able to clarify the steps involved in making a mod for just this feature and let me know if I'm barking up the wrong tree?

How to take away mana every mission (edit: see below)
How to make mana effect unit's in-combat stats (i.e. their attributes not the weapon's attributes)

I'll see meanwhile if I can get it working  :-\ :P
Cheers!

14
Resources / Re: Alternate Paperdolls In OpenXcom Extended
« on: November 10, 2019, 08:39:10 am »
Cheers bud!

Are you still working on this? all of them look awesome  :)

Forgot I posted this tbh, I believe there was some progress made regarding paperdoll layering in extended, so I want to get my head around that, previously (more than 2 years ago now) I think I burnt out when I had to save the variants and my laptop broke (plays violin), I also didn't like the idea of representing religions, but having names and paperdolls mismatching in a way that might seem pretty tasteless.

I'm thinking a way to avoid name weirdness might be to segregate them into types of soldiers that share armor, then have them available from quests (i.e. pick up soldiers (type oriental) from china, pick up soldiers (type arabian) from Egypt), that seems like a lot of work, though it potentially gives me an infinite variety cap. (Additionally I guess you could have men and women as different types of soldier, then use their "sex" as "culture" which grants me a different torso and death-scream (i.e. have some indians wearing turbans with a different set of names))
And another way might be to avoid regional specific clothing and names, though this really nulls the point of what I'd intended.

If anything should be clear from what I've written it's that I'm not clear and I'm more likely to use these assets in another project than a vanilla extension atm.

Cheers though!

15
OpenXcom Extended / Re: [Feedback] Fatigue?
« on: November 01, 2019, 02:34:53 am »
Since this topic has been linked recently during the work on Mana, is there any chance this would be re-explored?

I think it would be very similar to Mana, with fairly similar recovery methods, but with more all-encompassing means of deteriorating the condition of soldiers.

Ways it might be different...

1. Travel-Time builds up Fatigue, i.e. soldiers that take 10 hours to get to a fight do not feel as fresh as soldiers that travel 10 minutes
2. Mission Participation can build up Fatigue, simply by being a part of a mission

3. Mental-Fatigue, Morale Damage to Fatigue (2.0 double, 1.0 direct, 0.5 half, etc.)
4. Physical-Fatigue, Energy Burnt to Fatigue (^Same^)


5. Fatigue recovery rate when wounded (i.e. 0.0 waits until healed to recover Fatigue, 0.5 recovers Fatigue at half rate whilst wounded)

6. Fatigue Subtraction Buildings, Fatigue Increasing Items (drug abuse) and Subtraction Items (idk a meditation app), Fatigue Increasing Armors (psi-armor) and Subtraction Items (idk a seat that lets the soldier literally sit this one out), standard shit that lets modders give players ways to manage the effect.

7. If not labeled "Wounded" allow a display of "Resting" or a number of different titles based on the severity of Fatigue (i.e. <=0 rested, >10 tired, >20 very tired, etc.)

8. Fatigue Resilience

9. Effects of Fatigue (default (morale =- (Fatigue * w), energy =- (Fatigue * x), strength =- (Fatigue * y), accuracy =- (Fatigue * z), etc.) These would be dealt to units at the start of each mission affecting the Cap of each bar.

10. SoldierType Fatigue Recovery Rate

Just my thoughts, I know the Mana system can be hacked into kind of fulfilling the same role, maybe there's a few ideas there you could use though :) All the best!

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