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Released Mods / Re: [OXCE] XCOM Multimod
« on: November 14, 2020, 09:05:16 pm »gratz. That's the most representative map I've seen yet
Thanks. I'm glad you like it.
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gratz. That's the most representative map I've seen yet
Could you post screens without the filter on? No offence, but I can't see anything in this gooey blur.
Wonderful globe!
I liked your game, I'm your first subscriber on the mod.io! I'm rooting to see more of your work.
Also, I see your screenshots are in Spanish
¿Hermano latino?
You're probably fine then.
Might wanna use the one from Improved Globe directly, to be extra sure, but that's up to you.
Bladum should be fine with it I think. I happen to have him on Discord, so I can ask him if you like. But I have no idea what exactly he did with the globe.
If you want, you can use mine (from The X-Com Files) - it's reasonably well tested and a bit improved. Also, only today Dioxine and I fixed some holes in UFO patrols to crack down on "safe base spots". If you're interested, get the up-to-date, yet unreleased version from https://github.com/SolariusScorch/XComFiles/archive/master.zip.
Any original resources by Hobbes are explicitly not allowed for use, here's the official statement: https://openxcom.org/forum/index.php/topic,4047.msg120036.html#msg120036
Doesn't apply to any non-original resources like maps from other modders (e.g. various UFO2000 maps), conversions and recolors (e.g. vanilla TFTD maps) or any remixes of maps or other resources by other authors.
FYI, Hobbes does not allow using maps created by him to be used in other mods.
I've made "jelly beans" that correspond to UFO components: plasma array, plasma emitter, shield emitter. Let me know if you want a copy.
extended:
tags:
RuleItem:
SPECIAL_WOUND: int
WOUND_FACTOR: int
scripts:
damageUnit:
- offset: -41
code: |
var int wounds;
var int special;
var int woundFactor;
var int ranhealth;
var int health;
var int lowv;
var int higv;
var ptr RuleItem itemRuleset;
damaging_item.getRuleItem itemRuleset;
itemRuleset.getTag special Tag.SPECIAL_WOUND;
if ge to_health 5;
if eq special 1;
return;
else eq special 2;
itemRuleset.getTag woundFactor Tag.WOUND_FACTOR;
set wounds to_health;
div wounds woundFactor;
set to_wound wounds;
else and neq special 1 neq special 2;
set wounds to_health;
div wounds 5;
set to_wound wounds;
end;
end;
if or eq part BODYPART_LEFTARM eq part BODYPART_RIGHTARM;
set lowv 1;
set higv 2;
else or eq part BODYPART_LEFTLEG eq part BODYPART_RIGHTLEG;
set lowv 1;
set higv 2;
else eq part BODYPART_TORSO;
set lowv 5;
set higv 20;
else eq part BODYPART_HEAD;
set lowv 10;
set higv 20;
end;
battle_game.randomRange ranhealth lowv higv;
set health to_health;
mul health ranhealth;
div health 10;
set to_health health;
armors:
- &HUMAN_ARMOR
type: HUMAN_ARMOR
scripts:
damageUnit: |
var int wounds;
var int health;
unit.getFatalwoundsTotal wounds;
unit.getHealthMax health;
add wounds to_wound;
if gt wounds 9;
unit.setStun health;
end;
return;
# Civilians
- type: CIVM_ARMOR
refNode: *HUMAN_ARMOR
- type: CIVF_ARMOR
refNode: *HUMAN_ARMOR
# Soldiers
- type: STR_NONE_UC
refNode: *HUMAN_ARMOR
- type: STR_PERSONAL_ARMOR_UC
refNode: *HUMAN_ARMOR
- type: STR_POWER_SUIT_UC
refNode: *HUMAN_ARMOR
- type: STR_FLYING_SUIT_UC
refNode: *HUMAN_ARMOR