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Topics - Finnik

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I LOVE Ctrl + Mid Click opening Ufopedia article from the purchase-sell state, and I think it would be very handy to have it for manufacturing screen when playing complicated mod like XCF. I imagine it's not hard to do if devs agree with that but do not have free time for it, probably I could practice myself a bit making that?  ::)

I`d like to discuss the idea of an adjusting game engine to handle the alien mission, that was already spawned with mission script, should be interrupted with research trigger, that was already spawned with mission script. We can disable mission generation with researchTriggers in mission scripts, but as they are processed monthly, it can't determine, if a mission should appear to player midmonth if he or she achieves trigger. So, for example, in XCF when a player terminates alien cult he can still get spawned missions sites with it, and it looks like a bug to a player.
I've made a video demonstration of my idea and commit code changes to my github repo

Please, let me know what are you thinking about it

I think it could be very useful for modders to have an additional option in mission script to check if the player has specified item. The script will check if the player has listed items and if conditions are met, it will run mission. Probably, syntax could look like that:

Code: [Select]
  - type: treasureHunting
    executionOdds: 100
      - item: STR_TREASURE_MAP
        needed: true #default is true
      - item: STR_TREASURE_CHEST
        needed: false #that means if already has an item, mission will not spawn

OpenXcom Extended / Alien base building as part of infiltration
« on: March 30, 2019, 10:37:06 pm »
It would be so cool if the alien base that is being built during the infiltration of aliens appeared within the limits of the country where the infiltration occurs. Otherwise, it seems very unnatural.

With help of gurus of C++ (thanks again Meridian, SupSuper, Yankes and Otto for explanations and support) ive add new property into starting conditions block, called needItem. this works very similar to allowedCraft, but it checks, if sending craft contains listed items, and if not, its not allowed to launch (and also land). Here is video demo:

If that feature is wanted for modders, may be it would be possible to add it to OXCE? I can commit it to github. Also im very noob for OOP and C++, so any comments and tips are wellcome.

OpenXcom Extended / [y-script] Buffing Script
« on: November 23, 2018, 01:00:49 pm »
I decided to try to learn how to write Yankes scripts, at least at basic level, so here is my trial release (many thanks to ohartenstein23 for his invaluable help in understanding). This script allows you to set the weapon property (tag) to change the characteristics of the target, which hit the weapon. Stats will be changed to the end of the battle. For example, you can make a blinding gun, lowering Firing, or stim enjector, increasing TUs and, say, Bravery =)

all you need is to define tags in your item, like that:
Code: [Select]
  - type: STR_BUFFER
    #categories: [STR_EQUIPMENT]
    size: 0.2
    costBuy: 10
    costSell: 8925
    weight: 9
    bigSprite: 8585
    floorSprite: 8586
    bulletSprite: 31
    fireSound: 15
    power: 5 #there must be a hit event to act the script
    damageType: 3
      ToHealth: 0.0   
    clipSize: -1
    accuracyAimed: 110
    tuAimed: 15
    battleType: 1
    twoHanded: false
    invWidth: 1
    invHeight: 2
    recoveryPoints: 2
    armor: 10
    attraction: 4
    listOrder: 39101
    tags: #here buff values can be set
      FTAG_BUFF_VALUE_TIMEUNITS: 20 #remember add renewable resources to damage alter if positive. this will only affect maximum value, not current
      FTAG_BUFF_VALUE_BRAVERY: -20 #negative means debuff

I will be glad to know what do you think about it. Also any advice is very welcome  :D

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