
Search found 254 matches
- Thu Nov 14, 2024 2:22 pm
- Forum: Gameplay Mods
- Topic: Fusion Weaver 1.14.1: Za'Sha Rework
- Replies: 138
- Views: 43014
Re: Fusion Weaver 1.14.1: Za'Sha Rework
It's quite simple - once you enter the UI, you use "turn right" and "turn left" to switch pages. No idea why i haven't made it use "move right" and "move left" as well - I do consider this a bug 

- Wed Nov 13, 2024 12:26 am
- Forum: Gameplay Mods
- Topic: Fusion Weaver 1.14.1: Za'Sha Rework
- Replies: 138
- Views: 43014
Re: Fusion Weaver 1.14.1: Za'Sha Rework
The crash was caused by too many functions in a function. Once i found that i was able to create a few sub-functions, that did all the original actions.
I will look into the scaling, but its unlikely i will be able to fix that.
I will look into the scaling, but its unlikely i will be able to fix that.
- Tue Nov 12, 2024 1:01 pm
- Forum: Gameplay Mods
- Topic: Fusion Weaver 1.14.1: Za'Sha Rework
- Replies: 138
- Views: 43014
Re: Fusion Weaver 1.14.1: Za'Sha Rework
A hotfix update, as i was able to fix the crash for GZdoom 4.11 and newer. As i did not mention that in previous post, my current plan is likely to add something small, like new monsters, but afterwards i want to refactor the monster spawning system, to have them less random - having groups of ...
- Thu Nov 07, 2024 12:54 pm
- Forum: Gameplay Mods
- Topic: Fusion Weaver 1.14.1: Za'Sha Rework
- Replies: 138
- Views: 43014
Re: Fusion Weaver 1.14.0: Za'Sha Rework
Finally, a patch delayed by just a bit more than a year. However, it is pretty packed, with main focus being the aforementioned Za'Sha Rework. Features a complete rewrite of the inventory system, allowing for multiple copies of the same weapon and armor. Not only that, the items themselves were ...
- Wed Jul 24, 2024 10:43 pm
- Forum: Gameplay Mods
- Topic: Fusion Weaver 1.14.1: Za'Sha Rework
- Replies: 138
- Views: 43014
Re: Fusion Weaver 1.13.1: Monster Master Fixes!
Not exactly, thought the development did slow down considerably. I am close to being done with 1.14.0 with only a few, but major, things to do. 1.14.0 is mostly rework of Za'Sha, featuring rebalance, slightly smoother weapon animations and complete rewrite of inventory system. All weapons and armor ...
- Sun May 21, 2023 6:27 am
- Forum: Scripting
- Topic: [ZScript] Check if damage is from Melee/Hitscan/Projectile
- Replies: 6
- Views: 796
Re: [ZScript] Check if damage is from Melee/Hitscan/Projectile
Thanks all! Those are all really helpful (And yes, i did find the VM abort with poison damage :P) Keep in mind the inflictor == source thing is only true for monster melee attacks, which do only a range check. Weapons use hitscans for melee instead. I believe you can also more accurately check for ...
- Fri May 19, 2023 11:54 am
- Forum: Scripting
- Topic: [ZScript] Check if damage is from Melee/Hitscan/Projectile
- Replies: 6
- Views: 796
[ZScript] Check if damage is from Melee/Hitscan/Projectile
Hey all! I have lately been redesigning my damage systems, and have stumbled upon a problem. I need to figure out, when damage is applied, how to check if an attack is Melee, Hitscan or its a projectile. Long Story: I am redesigning my damage system to have several new layers of complexity. Flat ...
- Sat Feb 11, 2023 10:58 am
- Forum: Scripting
- Topic: [ZScript] Dynamic Attack Speed
- Replies: 2
- Views: 606
[ZScript] Dynamic Attack Speed
Hey everyone! Before I complete reinventing the wheel, I would like to ask if there is a "simple" way to add dynamic speed for player attacks. Originally, i used a ton of "A_SetTics" that called an ACS script that calculated the amount of tics to adjust. The obvious problem was the rounding error ...
- Sun Jan 22, 2023 1:12 pm
- Forum: Gameplay Mods
- Topic: Fusion Weaver 1.14.1: Za'Sha Rework
- Replies: 138
- Views: 43014
Re: Fusion Weaver 1.13.1: Monster Master Fixes!
Small/Large update - mostly fixes. Most of the fixes were related to Monster Master, though there were some monsters and Nova. See changelog for details!
- Sat Jan 14, 2023 10:22 am
- Forum: Scripting
- Topic: [ACS] Trying to make a toggleable HudMessage (SOLVED)
- Replies: 3
- Views: 267
Re: [ACS] Trying to make a toggleable HudMessage
Did you try getting a small delay just before the "if" block? Perhaps since while activating the script the button is pressed, as such, it immediately is removed. Also, i believe you should somehow turn off the script after first activation, and create some sort of loop checking for the input ...
- Sat Dec 31, 2022 4:06 pm
- Forum: Gameplay Mods
- Topic: Fusion Weaver 1.14.1: Za'Sha Rework
- Replies: 138
- Views: 43014
Re: Fusion Weaver 1.13.0: Monster Master is here!
I did the same, and it worked for me. Nevertheless, the bug i mentioned should be resolved next version.
- Sat Dec 31, 2022 2:18 pm
- Forum: Gameplay Mods
- Topic: Fusion Weaver 1.14.1: Za'Sha Rework
- Replies: 138
- Views: 43014
Re: Fusion Weaver 1.13.0: Monster Master is here!
Odd, it does work for me - normal friendly Maultoaur. There is a bug with the item changing into a different one if there is no place to spawn, but that is a different one i think.
- Sat Dec 31, 2022 12:33 pm
- Forum: Gameplay Mods
- Topic: Fusion Weaver 1.14.1: Za'Sha Rework
- Replies: 138
- Views: 43014
Re: Fusion Weaver 1.13.0: Monster Master is here!
Got it, will be fixed on the new version (or if something will require immediate fixing
). I simply missed the name of the Rune Magic max mana increase scroll name.

- Sat Dec 31, 2022 12:23 pm
- Forum: Gameplay Mods
- Topic: Fusion Weaver 1.14.1: Za'Sha Rework
- Replies: 138
- Views: 43014
Re: Fusion Weaver 1.13.0: Monster Master is here!
Of course, i got a quick fix in, without testing it, just before uploading - A fixed version should be up now
- Sat Dec 31, 2022 11:49 am
- Forum: Gameplay Mods
- Topic: Fusion Weaver 1.14.1: Za'Sha Rework
- Replies: 138
- Views: 43014
Re: Fusion Weaver 1.13.0: Monster Master is here!
It should be working now!