by LK873 » Sun May 01, 2005 12:08 pm
I've been thinking about this for a while, and I think a feature idea taken from DDF would be nice in DECORATE to rid the need for any scripting. Firstly...(Note that this was taken from Things.ddf)
[HEALTH_POTION:2014]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=HEALTH(1:200);
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotHealthPotion;
TRANSLUCENCY=60%;
RESPAWN_EFFECT=ITEM_RESPAWN;
SPECIAL=COUNT_AS_ITEM,SPECIAL;
STATES(IDLE)=BON1:A:6:NORMAL:NOTHING,
BON1:B:6:NORMAL:NOTHING,
BON1:C:6:NORMAL:NOTHING,
BON1:D:6:NORMAL:NOTHING,
BON1:C:6:NORMAL:NOTHING,
BON1:B:6:NORMAL:NOTHING;
I think something like Pickup.Benefit would be useful so that you don't have to script a special onto the new pickup you have created.
And this is hypothetical, but if Randy DOES include Timmie's code (or writes his own) for Dynamic Lights there should, of course, be a way to attach them to states of objects and actors (and weapons?).
I've been thinking about this for a while, and I think a feature idea taken from DDF would be nice in DECORATE to rid the need for any scripting. Firstly...(Note that this was taken from Things.ddf)
[HEALTH_POTION:2014]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=HEALTH(1:200);
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotHealthPotion;
TRANSLUCENCY=60%;
RESPAWN_EFFECT=ITEM_RESPAWN;
SPECIAL=COUNT_AS_ITEM,SPECIAL;
STATES(IDLE)=BON1:A:6:NORMAL:NOTHING,
BON1:B:6:NORMAL:NOTHING,
BON1:C:6:NORMAL:NOTHING,
BON1:D:6:NORMAL:NOTHING,
BON1:C:6:NORMAL:NOTHING,
BON1:B:6:NORMAL:NOTHING;
I think something like Pickup.Benefit would be useful so that you don't have to script a special onto the new pickup you have created.
And this is hypothetical, but if Randy DOES include Timmie's code (or writes his own) for Dynamic Lights there should, of course, be a way to attach them to states of objects and actors (and weapons?).