Author Topic: [WEAPON] Fusion Torch  (Read 32772 times)

Offline LouisdeFuines

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Re: [WEAPON] Fusion Torch
« Reply #15 on: April 05, 2014, 12:36:33 pm »
The translation seems fine :-)

If I would like to make the changes, where should I do this. Is there a file, where it could be done?
« Last Edit: April 05, 2014, 01:04:38 pm by LouisdeFuines »

Offline SupSuper

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Re: [WEAPON] Fusion Torch
« Reply #16 on: April 05, 2014, 06:30:00 pm »
You have to edit the mod ruleset yourself, the custom strings should be in there (this applies to all mod translations too).

Offline LouisdeFuines

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Re: [WEAPON] Fusion Torch
« Reply #17 on: April 06, 2014, 01:05:29 am »
One more thing:

After having invented the torch, the game did not show me the damage value.

This was corrected after I had invented the ammunition. Is this intended?

Offline Dioxine

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Re: [WEAPON] Fusion Torch
« Reply #18 on: April 06, 2014, 01:55:19 am »
Ran, I have updated the Bigob and made a new ammo clip for the Fusion Torch, look for them in Piratez 0.61, you might like them.

Offline Ran

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Re: [WEAPON] Fusion Torch
« Reply #19 on: April 06, 2014, 02:21:46 am »
Ah, great!
Will take a look immediately ;)

Offline LouisdeFuines

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Re: [WEAPON] Fusion Torch
« Reply #20 on: April 06, 2014, 08:36:50 pm »
Just tested out your mod. I like the idea of the torch very much, but:

It is WAY overpowered.

In my opinion it should be an alternative to the blaster launcher. But be honest. A soldier with a launcher can shot up to 4 times.

With the torch you can have dozens of shots, because the ammunition doesn`t have an significant weight.

One shot per ammo would be fair, I think.

Offline Ran

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Re: [WEAPON] Fusion Torch
« Reply #21 on: April 06, 2014, 09:50:47 pm »
This is an open-source game, feel free to edit the rules the way you like.
No one forces you to use it as it is. ;)

Offline LouisdeFuines

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Re: [WEAPON] Fusion Torch
« Reply #22 on: April 07, 2014, 05:07:47 am »
You`re damn right :-)

Is there a way to change the ruleset, so that the torch uses ammo, that takes two places in the inventory? I want to make the torch similar to the blaster launcher.

Offline Ran

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Re: [WEAPON] Fusion Torch
« Reply #23 on: April 07, 2014, 11:01:13 pm »
Sure, just change invHeight from 1 to 2 in the ruleset.
Code: [Select]
  - type: STR_FUSION_TORCH_POWER_CELL
    requires:
      - STR_FUSION_TORCH_POWER_CELL
    power: 500
    size: 0.1
    costSell: 50000
    weight: 5
    bigSprite: 58
    floorSprite: 74
    damageType: 5
    clipSize: 5
    battleType: 2
    invWidth: 1
    invHeight: 1
    hitSound: 52
    hitAnimation: 1
    blastRadius: 0

You should also create a bigger inventory sprite or it will look a bit weird.

For further references see:
https://www.ufopaedia.org/index.php?title=Ruleset_Reference_%28OpenXcom%29

Offline LouisdeFuines

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Re: [WEAPON] Fusion Torch
« Reply #24 on: April 08, 2014, 06:30:32 pm »
Many thx!  :D

Offline Solarius Scorch

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Re: [WEAPON] Fusion Torch
« Reply #25 on: May 09, 2014, 02:25:24 pm »
Hey Ran, here's the Polish translation of your strings:

Code: [Select]
  - type: pl-PL
    strings:
      STR_FUSION_TORCH: Palnik fuzyjny
      STR_FUSION_TORCH_POWER_CELL: Bateria palnika fuzyjnego
      STR_FUSION_TORCH_UFOPEDIA: Palnik fuzyjny stosuje reakcję anihilacji materii z antymaterią dla wytworzenia niezwykle silnego strumienia plazmy.  W odpowiednio bliskiej odległości strumień ten przecina wszystko, w co trafi, topiąc twarde stopy w ciągu sekund.  Nawet najwytrzymalsze materiały, jak te stosowane w pancerzach UFO, są łatwo rozcinane przez palnik fuzyjny.  Sprzęt ten efektywny jest jednak tylko na zasięgu bezpośrednim i wymaga specjalnej baterii.
      STR_FUSION_TORCH_POWER_CELL_UFOPEDIA: Ta wysokoenergetyczna bateria jest niezbędna do zasilania palnika fuzyjnego.  Przechowuje dość energii dla wytworzenia 5 strumieni plazmy.

Offline Sectoid_Soldier

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Re: [WEAPON] Fusion Torch
« Reply #26 on: May 09, 2014, 04:36:49 pm »
If you can take the Dart Gun from TFTD, and port it into XCOM, then what about aliens, and other weapons?

Offline Solarius Scorch

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Re: [WEAPON] Fusion Torch
« Reply #27 on: May 09, 2014, 04:44:14 pm »
If you can take the Dart Gun from TFTD, and port it into XCOM, then what about aliens, and other weapons?

Sure you can. :)
It's a bit more complicated with aliens, since TFTD uses a different colour palette, a different drawing routine, and the sprites aren't in the right order. But it can be done.
Though I think you got the wrong thread by mistake. ;)

Offline Aldorn

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Re: [WEAPON] Fusion Torch
« Reply #28 on: May 09, 2014, 07:33:03 pm »
I admit that was the sole point of this mod. ::)


:o

This is another way to implement side doors  8)

Re: [WEAPON] Fusion Torch
« Reply #29 on: May 09, 2014, 08:27:47 pm »
Small fixes in Polish translation (too much spaces after dots :P):
Code: [Select]
  - type: pl-PL
    strings:
      STR_FUSION_TORCH: Palnik fuzyjny
      STR_FUSION_TORCH_POWER_CELL: Bateria palnika fuzyjnego
      STR_FUSION_TORCH_UFOPEDIA: Palnik fuzyjny stosuje reakcję anihilacji materii z antymaterią dla wytworzenia niezwykle silnego strumienia plazmy. W odpowiednio bliskiej odległości strumień ten przecina wszystko, w co trafi, topiąc bardzo twarde stopy w ciągu kilku sekund. Nawet najwytrzymalsze materiały, jak te stosowane w pancerzach UFO, są łatwo rozcinane przez palnik fuzyjny. Sprzęt ten efektywny jest jednak tylko na zasięgu bezpośrednim i potrzebuje specjalnej baterii.
      STR_FUSION_TORCH_POWER_CELL_UFOPEDIA: Ta wysokoenergetyczna bateria jest niezbędna do zasilania palnika fuzyjnego. Przechowuje wystarczającą ilość energii dla wytworzenia 5 strumieni plazmy.