Deocorate Value Extension

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Expand view Topic review: Deocorate Value Extension

Re: Deocorate Value Extension

by Graf Zahl » Mon Dec 01, 2008 3:02 am

Once we got a proper scripting language this will come automatically. But with DECORATE as it is it won't happen. I might as well close this thread.

Re: DamageProperty Extension

by Graf Zahl » Fri Sep 05, 2008 2:11 am

That'd be even worse. I won't add new code for things that can already be done just so some people that refuse to make 'dirty hacks' that combine DECORATE with ACS. The real hack would be the addition of a redundant feature.

Re: DamageProperty Extension

by Gez » Fri Sep 05, 2008 1:17 am

Graf Zahl wrote:I do. DECORATE in its current state will not provide solutions for every eventuality - especially ones like this that may be used in one out of 1000 projects.
I was thinking of a property for a (new) inventory subclass, not a codepointer.

Re: DamageProperty Extension

by CO2 » Thu Sep 04, 2008 5:49 pm

Alright, what we need is a way for this kind of thing to happen.

Dynamic ammo capacities - This is already supported via ACS, so that's ok.
Some sort of function like random() that you can specify a type and it returns the number of the item held, so that way with some simple math we could take that result, and generate a number that is lower the more of said item is held for things such as hitscan offsets, or whatnot. If we can get that then the rest of this should be settled, and if it's already in, I have to agree with Graf, acs combined with decorate can already do what you need.

Re: DamageProperty Extension

by Graf Zahl » Thu Sep 04, 2008 3:00 pm

Then these special projects can surely use ACS with DECORATE. Just adding bloat to the engine so that you can avoid a minor inconvenience is not a good design decision.

Re: DamageProperty Extension

by Amuscaria » Thu Sep 04, 2008 1:12 pm

Graf Zahl wrote:I do. DECORATE in its current state will not provide solutions for every eventuality - especially ones like this that may be used in one out of 1000 projects.
That's because only 1/1000 projects are large scale. :wink:

Re: DamageProperty Extension

by Graf Zahl » Thu Sep 04, 2008 11:30 am

I do. DECORATE in its current state will not provide solutions for every eventuality - especially ones like this that may be used in one out of 1000 projects.

Re: DamageProperty Extension

by Project Shadowcat » Thu Sep 04, 2008 11:13 am

Gez wrote:
Project Dark Fox wrote:This portion is already doable in ACS... [wiki]SetAmmoCapacity[/wiki]
A purely DECORATE way of doing this would be nice, though.
I won't disagree.

Re: DamageProperty Extension

by Gez » Wed Sep 03, 2008 4:38 am

Project Dark Fox wrote:This portion is already doable in ACS... [wiki]SetAmmoCapacity[/wiki]
A purely DECORATE way of doing this would be nice, though.

Re: DamageProperty Extension

by Amuscaria » Tue Sep 02, 2008 3:54 pm

Hopefully this is extended to projectiles being able to check the player who fired the parent projectile that fired the child projectile.

Re: DamageProperty Extension

by HotWax » Tue Aug 26, 2008 4:29 pm

Your code looks good to me. (Even though Intelligence is spelled wrong. ;))

Re: DamageProperty Extension

by Amuscaria » Tue Aug 26, 2008 4:06 pm

HotWax wrote:
Eriance wrote:This doesn't work as I'm suggesting, as far as I can see it. And from what I can tell, i would need 1 script for ever level the player levels up to. Also, can it check for several items at once in the inventory before applying the changes? Of course, im not export on ACS.

Code: Select all

int NewCapacity = Level * 50;
NewCapacity += 5 * (CheckInventory("ManaExtender"));

SetAmmoCapacity ("Mana", NewCapacity);
So, based on what you had here. If I wrote something like this:

Code: Select all

int NewAmmoCapacity = Level*5 + Intellegence*10;
SetAmmoCapacity ("Mana", NewCapacity);
Woul it be +5 mana per level and +10 mana per intelligence? Or am I writing bad syntax here?

Re: DamageProperty Extension

by HotWax » Tue Aug 26, 2008 8:20 am

Eriance wrote:This doesn't work as I'm suggesting, as far as I can see it. And from what I can tell, i would need 1 script for ever level the player levels up to. Also, can it check for several items at once in the inventory before applying the changes? Of course, im not export on ACS.

Code: Select all

int NewCapacity = Level * 50;
NewCapacity += 5 * (CheckInventory("ManaExtender"));

SetAmmoCapacity ("Mana", NewCapacity);

Re: DamageProperty Extension

by Graf Zahl » Tue Aug 26, 2008 1:10 am

Properly coded you don't need multiple scripts and yes, of course you can do inventory checks in ACS before making any change.

Re: DamageProperty Extension

by Amuscaria » Mon Aug 25, 2008 7:39 pm

Project Dark Fox wrote:
Eriance wrote:... that the player carries more and more max-ammo as he levels up (kinda like Diablo2, how you gain mana as you level or based on what items you have). But thats probably asking too much? :D
This portion is already doable in ACS... [wiki]SetAmmoCapacity[/wiki]
This doesn't work as I'm suggesting, as far as I can see it. And from what I can tell, i would need 1 script for ever level the player levels up to. Also, can it check for several items at once in the inventory before applying the changes? Of course, im not export on ACS.

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