by Daniel » Wed May 04, 2005 8:16 am
Hi! I had some ideas to improve the great Graf Zahl Christimas coding, maybe you'll like it, if this could be possible to add without any problem.
NEW ACTIONS (CODEPOINTERS)
A_ChangeActorFlags (flags) -> where (flags) can be (+ISMONSTER, +CANPASS, +QUICKTORETALIATE for example). This action could open huge new possibilities to the game. Some examples: you can make a monster that suddenly goes to fly, an object that becomes pickable, a monster that turns invisible (partially), a monster that changes its attacking characteristics...
A_NullChase -> the monster will chase the player without the chance of attacking him
ACTOR PROPERTIES
Instead of using the flags +MISSILEMORE or +MISSILEEVENMORE, how about make a variable for the actors like this:
AttackingChance (number) -> where Number could be between 0 and 255, and it will work as similar as PainChance, but just for Missile.
We also have the Spawn, See, Missile, Melee, etc. states. How about to add a stat called "FriendlyMissile" and "FriendlyMelee", just for the friendly monsters? Not a good idea, but not that bad.
INVENTORY
I didn't understand how the "Minotaur" kind works, so I thought about make a Inventory class called "Summon". It spawns an object in front of the player when used. The object can be defined in a new inventory line:
Inventory.ActorSpawn "name of the actor"
HEALTH
How about add Health pickup benefits that improves the health limit, like the Adrenaline in Quake 2? It could have this line:
Health.AddDefault (number) -> where a number of +10 or +15 improves the health limit by 10 or 15 points, and a number of 120 means that the default health will be set at 120 points.
So that's it. Just some ideas I had.
Hi! I had some ideas to improve the great Graf Zahl Christimas coding, maybe you'll like it, if this could be possible to add without any problem.
NEW ACTIONS (CODEPOINTERS)
A_ChangeActorFlags (flags) -> where (flags) can be (+ISMONSTER, +CANPASS, +QUICKTORETALIATE for example). This action could open huge new possibilities to the game. Some examples: you can make a monster that suddenly goes to fly, an object that becomes pickable, a monster that turns invisible (partially), a monster that changes its attacking characteristics...
A_NullChase -> the monster will chase the player without the chance of attacking him
ACTOR PROPERTIES
Instead of using the flags +MISSILEMORE or +MISSILEEVENMORE, how about make a variable for the actors like this:
AttackingChance (number) -> where Number could be between 0 and 255, and it will work as similar as PainChance, but just for Missile.
We also have the Spawn, See, Missile, Melee, etc. states. How about to add a stat called "FriendlyMissile" and "FriendlyMelee", just for the friendly monsters? Not a good idea, but not that bad.
INVENTORY
I didn't understand how the "Minotaur" kind works, so I thought about make a Inventory class called "Summon". It spawns an object in front of the player when used. The object can be defined in a new inventory line:
Inventory.ActorSpawn "name of the actor"
HEALTH
How about add Health pickup benefits that improves the health limit, like the Adrenaline in Quake 2? It could have this line:
Health.AddDefault (number) -> where a number of +10 or +15 improves the health limit by 10 or 15 points, and a number of 120 means that the default health will be set at 120 points.
So that's it. Just some ideas I had.