Pickup Benefits?

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Expand view Topic review: Pickup Benefits?

by killingblair » Tue May 03, 2005 3:21 pm

Graf, did I ever tell you that you rock? :)

by TheDarkArchon » Mon May 02, 2005 8:06 am

In response to LK873, I wrote:No, and there's no way to do it in EDGE without RTS either.
That said, I haven't tried this yet:

Code: Select all

Inventory.Amount -5

by Sir_Alien » Mon May 02, 2005 3:46 am

How would that make you lose 5 points of health?

by TheDarkArchon » Mon May 02, 2005 3:34 am

No, and there's no way to do it in EDGE without RTS either.

To have a red potion, however:

Code: Select all

ACTOR Health5 : HealthBonus
{
    Inventory.Amount 5
    States
    {
     Spawn:
          BON2 ABCDCB 6
          Loop
    }
}

by LK873 » Sun May 01, 2005 1:32 pm

Like, okay, what if I made a red health potion and when you picked it up, it made you lose 5 health, you can't inherit anything to do that, so what would be a scriptless, pure DECORATE way to do that, and if there isn't one, that's the point of my first post.

by LK873 » Sun May 01, 2005 1:27 pm

It's powerful, yes, but it can be expanded upon.

I'm still trying to think up a good method on how to do it though...

by TheDarkArchon » Sun May 01, 2005 1:23 pm

You have to inherit from something, otherwise it won't work.

Still makes the system pretty damn powerful, though.

by LK873 » Sun May 01, 2005 1:22 pm

But what I meant above was TRUE defining of what you get, this method just basically gives you five of the inherited item. What if you don't inherit from an item?

by Graf Zahl » Sun May 01, 2005 1:19 pm

ACTOR Health5 : HealthBonus
{
Inventory.Amount 5
}

by LK873 » Sun May 01, 2005 12:35 pm

I already have the updated .96 you made, how would I go about doing it? For example, say I make a different health potion that gives you 5 health instead of 1, how would I define this in DECORATE?

by Graf Zahl » Sun May 01, 2005 12:26 pm

Wait for 2.0.97. It (or the inofficial .96 build) will support customizable pickup items. The code is already there.

Pickup Benefits?

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?).

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