DoomKrakken wrote:OH. MY. GOD.
ULTIMATE. COMPATIBILITY.
THIS! THIS IS WHAT I'VE BEEN AIMING FOR, FOR SO LONG. Universal Compatibility!
Whatever you've got, I'll take! I've been wanting to do a project that'd use ZScript to achieve something I can't do with just DECORATE/ACS. But THIS... this is more than right for me! For the longest time, I've been stressing out over compensation for maps with custom monsters, maps with custom monster actors. I've made various compatibility patches for such monsters (many of whom are in this mod). If there were a way for the mod to detect what monsters are present so as to replace them... then that'd be
invaluable information to learn. Anything you've got, I'd love to learn!
Thankfully, it's a pretty simple setup. The only real learning material, aside from how to generally use ZScript, is event handlers. Best of all, it can check to see if that monster is actually an entity the game has loaded, allowing it to be independent. It's truly a wonder system.
dljosef wrote:certain weapon effects depend on types of enemies to damage (extinguishing, for instance, deals triple damage to imps and archviles. A patch to make those effects work with those certain effects would be fine.)
Other than that, Legendoom works fine with the monster randomizer. (the randomizer to be loaded after Legendoom, though.)
That can also be done via the same method. Having monsters emit different effects by damagetype is now easy thanks to ZScript.
I'll start working on an example for both things soon.