So, there's a bit of an issue with Hexen: Wendigos give you 999 skill points and level 260-something. I'm *guessing* it's because they spawn a whole bunch of shattered bits when you kill them, and somehow those get treated as additional enemies you kill? Also the Hexen compatibility seems to be unaware of the way armor exists in Hexen?
Basically, it seems to loosely work in Hexen, but issues start cropping up once you're a little further in.
Re: Nameless Lite RPG Mod 1.6.0 New spell system
Posted: Wed Nov 27, 2019 5:25 am
by Ixcuazl
Hey. So I found this neat, half-broken lil' mod recently and rather liked it. Tidy, minimal UI, handy spell system, simple but decent RPG-ish mechanics.
I'm no programmer, but I've been tinkering with it a bit. Fixed a couple things, added a few features. Thought I'd share.
I'm presumptiously calling this version 2.0. Hope the OP doesn't mind.
Fixes
- Instant level 999 bug fixed... i think? Not 100% sure why it even happened in the first place. Something to do with reading EXPMULT as 0 under certain circumstances, possibly involving bitshifting going awry? Whatever, i threw some delays in and killed EXPMULT and it doesn't seem to happen now.
- Used another method to point to the player's TID for ACS scripts to fix compatibility issues with other mods that fiddle with the player's TID, which resulted in the player not gaining experience. Anything with a radar, for instance. It's not perfect but it's better than it was.
- Halved the UI size in SBARINFO. Bit of a kludge, but it stops that annoying effect where other UIs get bounded to the top left quadrant of the screen, especially with the map open. You can still mess with the UI scale in zdoom's options. Looks best set to 1, imo.
- Spell cooldown crossout effect is now actually centered on the spell icon. Biggest fix right here.
- Summons have SXF_NOCHECKPOSITION set and so shouldn't fail to spawn quite so often. There's also a decorate check to see if they'd spawn in a wall, and if so they spawn on the player's exact position. Usually.
- Menu text should be a little more helpful now. Tidied the menu up a bit, too.
- Increased HUDMSG ids to reduce menu flickering effect with various other wads. Valid numbers are between -2147483648 and 2147483647, so don't use 1-100, folks.
- Fixed being stuck unable to cast if you changed maps while on cooldown in strife. Probably hexen too, didn't try that.
Mechanical Changes
Stats/XP
- The Attack stat now gives 1% per point rather than 5%(!!!). It's still pretty good.
- DEF has more impact on the player's mass (ie knockback resistance).
- Starting energy is now 30 rather than 75, but each point of Power gives 5 rather than 2. You'll need to invest in power to use most of the spells. Most expensive are heal (90) and timestop (120).
- stats, skills and spells have been given the unclearable flag, so they shouldn't be wiped by pistol start scripts and so forth. using map * to pistol start still wipes everything, but the character autosave system mostly handles that (it forgets spells though).
- You can set base damage dealt and damage taken as CVARS in the options. Mostly so you can start weaker than normal but end up stronger, if that's your bag. Note that there's a cap at +100% dealt / -50% taken.
- You can set whether or not to get stat/skill points at first level.
- You now get XP for finding secrets. 10 per, then half as much again if you find them all.
- Character autosave now saves skills, rather than refunding skill points. There's also an option to save your spells.
- Monster scaling was beyond my ability to fix, so it's gone.
Skills:
- Three skills renamed. (refuel -> scavenger, vampirisim[sic]-> lifetap, magic potancy[sic] -> spellcasting)
- Scan's gone. The health bar works, but now it's a menu option. Position's locked to either the top or the bottom of the screen (also a menu option). There's also an option to make it wider, and to disable the name/numeric display.
- New skills: Swiftness & quicken. Swiftness increases movement speed, quicken increases regen rate for the three regen skills as well shortening the cooldown time between spells.
- The Spellcasting skill generally has more effect on spells. Minions are tougher and fire faster, regen and reinforce give more health/armour, Ammo Synth gives better stuff, and everything else has a longer duration. Oh, and bomb minions are explodier, of course.
- Cost of the Health and Armour regen skills halved. Previously it took 110 skill points to raise each of them to 10, which is a tad more than they're worth.
- Armour regen skill now works in increments of 20 armour, but only works if you have at least 1 armour.
- Regen skills are paused if PowerTimeFreezer is active.
- Scavenger drops spawn on the dead monster rather than the player.
Spells:
- Most spells renamed.
- Orange summons are no longer strictly inferior to the blue ones; now each has a different role:
- Guard Minions (Purple) are stationary, tough and have a low pain chance. They also deal minimal damage, literally. Their one damage attacks still provoke enemies into attacking them, though, and they follow them up with slowing and weakening spells. They work best as distractions, provoking strong enemies while the player hammers their flanks.
- Attack Minions (Blue) are mobile fliers with a decent piercing attack similar to hexen's sapphire wand. They're much more fragile, though, and have a 100% pain chance. Basically lost souls with a laser instead of a charge. They work best in the opposite role to the orange ones, picking off hitscanners and chipping at stronger enemies that are fixated on the player.
- Minion shots no longer harm the player. They fire more often, too, especially at high skill levels.
- Minions have +ALWAYSTELEFRAG set so that they can't block monster appearances.
- The Slow and Weaken spells are deprecated and now only used by guard minions.
- The Holy Fire spell is also deprecated and only used by Minion Mines.
- Push still works fine, but intentionally doesn't spawn naturally. If you want it, use the console ("summon sppush").
- New Spells: Timestop (freeze), Heal(regenerate), Reinforce (which gives a chunk of armour),infravision (torch), minion mine and aura.
- Aura's not self-explanatory: it sets four flags on the caster for the duration: NOTELEFRAG, CANTSEEK, NORADIUSDMG and DONTRIP. Basically, stops revenant missiles from homing and protects from splash & piercing damage. The player's already quasi-immune to telefrag except on map30, so that's an edge case. There's a failsafe to prevent those flags from being stripped if the player already has them, for whatever reason.
- Minion mines are basically summonable barrels, although they have a weak melee attack that provokes monsters into smashing them.
- The circle colours of the spell icons follow a rainbow pattern: this is to help you figure out which one's next when scrolling between them. They're also loosely organised by type: general/protective powerups -> summons -> restoration -> speed powerups -> general again.
- Spells you already have will turn into mana motes after spawning. Picking these up gives a bit of energy and a few xp points.
- The radsuit, blursphere and infrared powerups are replaced by glowy things that give you the spell equivalent if you don't have it, and also a chunk of energy and xp (more if you have the spell already). Radsuit ones give less xp than the others on the grounds that they're more common.
- Powerup-type spells all have cumulative duration. Durations have all been adjusted, with the combat-useful ones having shorter durations than the utility ones.
Backstage changes:
- The radsuit and invis spells now use PowerMask and PowerShadow (set to non-cumulative). This is pretty much entirely to stop the DRLA commando from having an infinite supply of rapidfire. Does make the invis effect look nicer, though. This is also why the vision spell uses torch instead of infrared.
- The VIT stat now works by giving APROP_STAMINA rather than APROP_STARTHEALTH. Mostly this means that health kits work properly without item replacement shenanigans.
- HP is no longer reset to starting values on level start.
+ The EXPMULT cvar's gone. It was entirely extraneous and all it did was cause weird problems. Exp for the next level is now just (EXPBase * Level) +1. The +1's hidden - it's there to make extra sure the level up cost is never 0.
The nullspell placeholder spell (empty circle) is no longer always readded on level entry. It's also removed the first time you pick up a mana mote or one of the powerup replacer orbs. (It exists to prevent the spell selector script from running away when you have no spells, although the script's too small to lag the game when it does that.)
- Added a check that sets the player's species to "Player" on level entry. Additionally, the player gets the THRUSPECIES and DONTHURTSPECIES flags. This is to reduce friendly fire, although it's not reliable at protecting minions from the player's attacks, since that seems to depend on how the weapon's set up. Turning teamplay on will stop minions taking damage from the player, though not from blocking rockets. There's a CVAR control for the species check in case you're running something that needs the player's species set to something specific, or has a bunch of enemies with their species set to player for some reason.
Compat. Functions:
- Made a bunch of compatibility patches for various mods, wads and iwads. Mostly all they do is change the ammo synth / scavenger effect, though. Any gameplay mod that uses/replaces the regular four ammo types won't need one, but they're easy to make. Strife's one has a small script:
- Tried to have strife's stamina upgrades give VIT points, but couldn't find a way to do it cleanly, mostly because the UpgradeStamina item doesn't stick around in inventory and you can't decorate-replace items that are given by scripts. Instead, the "HealthTraining" ticket you get that you trade in for upgrades gets converted into vit points instead. Not ideal since you get stamina points from the training course as well, but you can always use the console for that. Note that the punch dagger's damage caps at 20 VIT, equal to the ten upgrades in the base game.
- Speed skill specifically accounts for the DRLA scout's speed boost.
Known incompatibilities:
I've tested with a bunch of stuff but obviously not everything. Should be at least mostly compatible with anything.
Ultimate Custom Doom, partially. It overrides the effect of the attack and defence stats as well as the speed skill, even when set to 0. the rest works ok though i suppose, but running both is kinda redundant anyway.
This is also a UI mod, so other UI mods don't always like it. This one only affects the fullscreen/alternate hud, though. Other uis work fine, mind you, you just don't get a visible energy bar. The spell icon's drawn by ACS so that's always ok. Just move it somewhere non-ugly.
That said, UDV hates the speed skill thanks to its own speed overrides. How hard is it to put in an if(!getcvar=whatever) clause, guys? Or the zscript equivalent. I know doom doesn't care if you have like a thousand scripts setting APROPS every tick but cmon.
Space Amazon: There's no acs source file for this so i'm not sure, but i think this mod's radar constantly fiddles with the player's tid. consequently you only occasionally get experience. annoying. Works if you run UDV over the top, presumably because UDV's radar tid muckery overrides TSA's in some way that RPGL can deal with, even though it's udv's radar that breaks when you do this. Honestly, it's all voodoo to me.
- Backpacks in neodoom give mana and the first one you find sets your energy cap to 666 temporarily. Annoying, but not a huge problem; it's because neodoom has an ammo type called 'mana'. Should probably rename RPGL's one to something more distinct, but for now the compat patch mostly resolves the problem by replacing neodoom's mana with a renamed version, at least as far as the guns & ammo drops are concerned. Hence backpacks being the holdout.
Known Issues:
- Not sure how to get the fixed point values for atk/def to visually round up to two decimal places. I know why they're like that (binary gonna binary), but it just looks messy. Tried a few methods, to no success.
- Sometimes, ACS added items from other wads manage to intrude into the spell list struct as little useless capital As. I have no idea how or why. The radcount tokens from Ashes 2063, for instance. Hell, the basic fist does it if you're not supposed to have one.
- Monsterinit still has trouble with really huge maps. You can sort of fix this with the console if you notice monsters aren't giving XP/energy/drops in sections of a big map (summon monsterinitgiver).
- I haven't tested this in coop and I suspect this won't work properly. Not sure if it worked before I mucked about with it. Players after the first might not get EXP and will probably struggle to pick up spells (since the mote effect only checks player 1's inventory). I could set a cvar for the mote effect if that's somehow the only problem.
- Status bars on the lower left look a bit odd if there's no portrait to show, since they end up indented for no apparent reason. Could make a cvar that hides the portrait, I guess.
Included are a bunch of compatibility files for various things - mostly all they do is get Ammo Synthesis working for non-standard weapon sets. There's also a minimod that changes the language used for the spell system more towards science fantasy, for those who prefer modular tech abilities rather than spellcasting. Sufficiently advanced technology and all that. Also makes the spell icons into little chipset things.
As with the original, it works best if it's late in the load order. Optional files go after the main one, naturally.
Peace, all.
Re: Nameless Lite RPG Mod 1.6.0 New spell system
Posted: Wed Nov 27, 2019 2:26 pm
by monkeybtm6
Ixcuazl wrote:Hey. So I found this neat, half-broken lil' mod recently and rather liked it. Tidy, minimal UI, handy spell system, simple but decent RPG-ish mechanics.
I'm no programmer, but I've been tinkering with it a bit. Fixed a couple things, added a few features. Thought I'd share.
I'm presumptiously calling this version 2.0. Hope the OP doesn't mind.
Fixes
- Instant level 999 bug fixed... i think? Not 100% sure why it even happened in the first place. Something to do with reading EXPMULT as 0 under certain circumstances, possibly involving bitshifting going awry? Whatever, i threw some delays in and killed EXPMULT and it doesn't seem to happen now.
- Used another method to point to the player's TID for ACS scripts to fix compatibility issues with other mods that fiddle with the player's TID, which resulted in the player not gaining experience. Anything with a radar, for instance. It's not perfect but it's better than it was.
- Halved the UI size in SBARINFO. Bit of a kludge, but it stops that annoying effect where other UIs get bounded to the top left quadrant of the screen, especially with the map open. You can still mess with the UI scale in zdoom's options. Looks best set to 1, imo.
- Spell cooldown crossout effect is now actually centered on the spell icon. Biggest fix right here.
- Summons have SXF_NOCHECKPOSITION set and so shouldn't fail to spawn quite so often. There's also a decorate check to see if they'd spawn in a wall, and if so they spawn on the player's exact position. Usually.
- Menu text should be a little more helpful now. Tidied the menu up a bit, too.
- Increased HUDMSG ids to reduce menu flickering effect with various other wads. Valid numbers are between -2147483648 and 2147483647, so don't use 1-100, folks.
- Fixed being stuck unable to cast if you changed maps while on cooldown in strife. Probably hexen too, didn't try that.
Mechanical Changes
Stats/XP
- The Attack stat now gives 1% per point rather than 5%(!!!). It's still pretty good.
- DEF has more impact on the player's mass (ie knockback resistance).
- Starting energy is now 30 rather than 75, but each point of Power gives 5 rather than 2. You'll need to invest in power to use most of the spells. Most expensive are heal (90) and timestop (120).
- stats, skills and spells have been given the unclearable flag, so they shouldn't be wiped by pistol start scripts and so forth. using map * to pistol start still wipes everything, but the character autosave system mostly handles that (it forgets spells though).
- You can set base damage dealt and damage taken as CVARS in the options. Mostly so you can start weaker than normal but end up stronger, if that's your bag. Note that there's a cap at +100% dealt / -50% taken.
- You can set whether or not to get stat/skill points at first level.
- You now get XP for finding secrets. 10 per, then half as much again if you find them all.
- Character autosave now saves skills, rather than refunding skill points. There's also an option to save your spells.
- Monster scaling was beyond my ability to fix, so it's gone.
Skills:
- Three skills renamed. (refuel -> scavenger, vampirisim[sic]-> lifetap, magic potancy[sic] -> spellcasting)
- Scan's gone. The health bar works, but now it's a menu option. Position's locked to either the top or the bottom of the screen (also a menu option). There's also an option to make it wider, and to disable the name/numeric display.
- New skills: Swiftness & quicken. Swiftness increases movement speed, quicken increases regen rate for the three regen skills as well shortening the cooldown time between spells.
- The Spellcasting skill generally has more effect on spells. Minions are tougher and fire faster, regen and reinforce give more health/armour, Ammo Synth gives better stuff, and everything else has a longer duration. Oh, and bomb minions are explodier, of course.
- Cost of the Health and Armour regen skills halved. Previously it took 110 skill points to raise each of them to 10, which is a tad more than they're worth.
- Armour regen skill now works in increments of 20 armour, but only works if you have at least 1 armour.
- Regen skills are paused if PowerTimeFreezer is active.
- Scavenger drops spawn on the dead monster rather than the player.
Spells:
- Most spells renamed.
- Orange summons are no longer strictly inferior to the blue ones; now each has a different role:
- Guard Minions (Purple) are stationary, tough and have a low pain chance. They also deal minimal damage, literally. Their one damage attacks still provoke enemies into attacking them, though, and they follow them up with slowing and weakening spells. They work best as distractions, provoking strong enemies while the player hammers their flanks.
- Attack Minions (Blue) are mobile fliers with a decent piercing attack similar to hexen's sapphire wand. They're much more fragile, though, and have a 100% pain chance. Basically lost souls with a laser instead of a charge. They work best in the opposite role to the orange ones, picking off hitscanners and chipping at stronger enemies that are fixated on the player.
- Minion shots no longer harm the player. They fire more often, too, especially at high skill levels.
- Minions have +ALWAYSTELEFRAG set so that they can't block monster appearances.
- The Slow and Weaken spells are deprecated and now only used by guard minions.
- The Holy Fire spell is also deprecated and only used by Minion Mines.
- Push still works fine, but intentionally doesn't spawn naturally. If you want it, use the console ("summon sppush").
- New Spells: Timestop (freeze), Heal(regenerate), Reinforce (which gives a chunk of armour),infravision (torch), minion mine and aura.
- Aura's not self-explanatory: it sets four flags on the caster for the duration: NOTELEFRAG, CANTSEEK, NORADIUSDMG and DONTRIP. Basically, stops revenant missiles from homing and protects from splash & piercing damage. The player's already quasi-immune to telefrag except on map30, so that's an edge case. There's a failsafe to prevent those flags from being stripped if the player already has them, for whatever reason.
- Minion mines are basically summonable barrels, although they have a weak melee attack that provokes monsters into smashing them.
- The circle colours of the spell icons follow a rainbow pattern: this is to help you figure out which one's next when scrolling between them. They're also loosely organised by type: general/protective powerups -> summons -> restoration -> speed powerups -> general again.
- Spells you already have will turn into mana motes after spawning. Picking these up gives a bit of energy and a few xp points.
- The radsuit, blursphere and infrared powerups are replaced by glowy things that give you the spell equivalent if you don't have it, and also a chunk of energy and xp (more if you have the spell already). Radsuit ones give less xp than the others on the grounds that they're more common.
- Powerup-type spells all have cumulative duration. Durations have all been adjusted, with the combat-useful ones having shorter durations than the utility ones.
Backstage changes:
- The radsuit and invis spells now use PowerMask and PowerShadow (set to non-cumulative). This is pretty much entirely to stop the DRLA commando from having an infinite supply of rapidfire. Does make the invis effect look nicer, though. This is also why the vision spell uses torch instead of infrared.
- The VIT stat now works by giving APROP_STAMINA rather than APROP_STARTHEALTH. Mostly this means that health kits work properly without item replacement shenanigans.
- HP is no longer reset to starting values on level start.
+ The EXPMULT cvar's gone. It was entirely extraneous and all it did was cause weird problems. Exp for the next level is now just (EXPBase * Level) +1. The +1's hidden - it's there to make extra sure the level up cost is never 0.
The nullspell placeholder spell (empty circle) is no longer always readded on level entry. It's also removed the first time you pick up a mana mote or one of the powerup replacer orbs. (It exists to prevent the spell selector script from running away when you have no spells, although the script's too small to lag the game when it does that.)
- Added a check that sets the player's species to "Player" on level entry. Additionally, the player gets the THRUSPECIES and DONTHURTSPECIES flags. This is to reduce friendly fire, although it's not reliable at protecting minions from the player's attacks, since that seems to depend on how the weapon's set up. Turning teamplay on will stop minions taking damage from the player, though not from blocking rockets. There's a CVAR control for the species check in case you're running something that needs the player's species set to something specific, or has a bunch of enemies with their species set to player for some reason.
Compat. Functions:
- Made a bunch of compatibility patches for various mods, wads and iwads. Mostly all they do is change the ammo synth / scavenger effect, though. Any gameplay mod that uses/replaces the regular four ammo types won't need one, but they're easy to make. Strife's one has a small script:
- Tried to have strife's stamina upgrades give VIT points, but couldn't find a way to do it cleanly, mostly because the UpgradeStamina item doesn't stick around in inventory and you can't decorate-replace items that are given by scripts. Instead, the "HealthTraining" ticket you get that you trade in for upgrades gets converted into vit points instead. Not ideal since you get stamina points from the training course as well, but you can always use the console for that. Note that the punch dagger's damage caps at 20 VIT, equal to the ten upgrades in the base game.
- Speed skill specifically accounts for the DRLA scout's speed boost.
Known incompatibilities:
I've tested with a bunch of stuff but obviously not everything. Should be at least mostly compatible with anything.
Ultimate Custom Doom, partially. It overrides the effect of the attack and defence stats as well as the speed skill, even when set to 0. the rest works ok though i suppose, but running both is kinda redundant anyway.
This is also a UI mod, so other UI mods don't always like it. This one only affects the fullscreen/alternate hud, though. Other uis work fine, mind you, you just don't get a visible energy bar. The spell icon's drawn by ACS so that's always ok. Just move it somewhere non-ugly.
That said, UDV hates the speed skill thanks to its own speed overrides. How hard is it to put in an if(!getcvar=whatever) clause, guys? Or the zscript equivalent. I know doom doesn't care if you have like a thousand scripts setting APROPS every tick but cmon.
Space Amazon: There's no acs source file for this so i'm not sure, but i think this mod's radar constantly fiddles with the player's tid. consequently you only occasionally get experience. annoying. Works if you run UDV over the top, presumably because UDV's radar tid muckery overrides TSA's in some way that RPGL can deal with, even though it's udv's radar that breaks when you do this. Honestly, it's all voodoo to me.
- Backpacks in neodoom give mana and the first one you find sets your energy cap to 666 temporarily. Annoying, but not a huge problem; it's because neodoom has an ammo type called 'mana'. Should probably rename RPGL's one to something more distinct, but for now the compat patch mostly resolves the problem by replacing neodoom's mana with a renamed version, at least as far as the guns & ammo drops are concerned. Hence backpacks being the holdout.
Known Issues:
- Not sure how to get the fixed point values for atk/def to visually round up to two decimal places. I know why they're like that (binary gonna binary), but it just looks messy. Tried a few methods, to no success.
- Sometimes, ACS added items from other wads manage to intrude into the spell list struct as little useless capital As. I have no idea how or why. The radcount tokens from Ashes 2063, for instance. Hell, the basic fist does it if you're not supposed to have one.
- Monsterinit still has trouble with really huge maps. You can sort of fix this with the console if you notice monsters aren't giving XP/energy/drops in sections of a big map (summon monsterinitgiver).
- I haven't tested this in coop and I suspect this won't work properly. Not sure if it worked before I mucked about with it. Players after the first might not get EXP and will probably struggle to pick up spells (since the mote effect only checks player 1's inventory). I could set a cvar for the mote effect if that's somehow the only problem.
- Status bars on the lower left look a bit odd if there's no portrait to show, since they end up indented for no apparent reason. Could make a cvar that hides the portrait, I guess.
Included are a bunch of compatibility files for various things - mostly all they do is get Ammo Synthesis working for non-standard weapon sets. There's also a minimod that changes the language used for the spell system more towards science fantasy, for those who prefer modular tech abilities rather than spellcasting. Sufficiently advanced technology and all that. Also makes the spell icons into little chipset things.
As with the original, it works best if it's late in the load order. Optional files go after the main one, naturally.
Peace, all.
Oh i dont mind, you put in a lot more work than i would into this mod right now. Ill give it a test later today.
Re: Nameless Lite RPG Mod 1.6.0 New spell system
Posted: Fri Nov 29, 2019 3:32 am
by Ixcuazl
Glad to hear it. Sometimes when you take someone's baby and add a few cool robot parts, people get all upset.
Added a manual save and an option to cap XP given by a single enemy. The latter mostly 'cause I played through City of the Damned and that thing has 99999hp monsters that spawn and die offscreen each time the moon thing happens. Would be fine if they had -countkill set, but they don't.
Also, stats update when you open/close the menu, because now there's a bunch of ways that stats can change without spending points.
Edit: Fixed the link. Sorry about that.
Re: Nameless Lite RPG Mod 1.6.0 New spell system
Posted: Fri Nov 29, 2019 9:29 am
by BoneofMalkav
Ixcuazl wrote:Glad to hear it. Sometimes when you take someone's baby and add a few cool robot parts, people get all upset.
Added a manual save and an option to cap XP given by a single enemy. The latter mostly 'cause I played through City of the Damned and that thing has 99999hp monsters that spawn and die offscreen each time the moon thing happens. Would be fine if they had -countkill set, but they don't.
Also, stats update when you open/close the menu, because now there's a bunch of ways that stats can change without spending points.
All I get from the link is "The file you are trying to download is no longer available."
Re: Nameless Lite RPG Mod 1.6.0 New spell system
Posted: Fri Nov 29, 2019 9:04 pm
by tyrantkyng
Going to give the 'fixed' version a go. See if it works with some mods I use. Either way thx for the courtesy to upload it!
Re: Nameless Lite RPG Mod 1.6.0 New spell system
Posted: Sun Dec 01, 2019 12:06 am
by Ixcuazl
Realised I'd made an error in the language overrides for the Hexen, Strife and Ashes minipatches. Easy enough to fix yourself if you prefer, but I've uploaded fixed versions here.
Edit: Managed to miss Claw ammo in the Heretic patch, too. That plus the above three are in here, along with a patch for Cold as Hell. Fixed a sprite error in the sci-fi module, too.
Changes ACS, so it's not save compatible if anyone's actually using this.
Changelog 2.0.2:
Spoiler:
- Added an alternate/additional mana display: a blue wheel around the spell icon that shows roughly what percentage of your energy reserves are left. Not as good as the numerical display, but it means you can see your mana levels when using a UI mod.
- Changed internal names for mana, experience, playerlevel, skillpoints and statpoints (to the same thing but with a Q at the start). Should resolve a few incompatibilities.
- Fixed a logic error that ate your unspent skillpoints if you manually loaded at level one.
- Fixed save spells not saving push/bomb.
- Fixed an error in the heal spell at certain levels of spellcasting.
- Lowered the offset for the blue minions so they don't clip into the ceiling.
- Lowered duration of the invis spell & increased its cost to 50.
- The armour spell now checks your armour colour: if it's green, it won't restore past 100. (strictly, if the savepercent is at least 50% it caps at 200, otherwise at 100.)
- Compatibility fix for NeoDoom simplified greatly, since it no longer conflicts by having two items called "mana".
- Tweaked the minion mine's behaviour. Still not quite happy with it, but it'll do for now.
- DamNums colour support for minion damage.
- Tweaked ammo synth drops for Strife.
- Added a compatch for High Noon Drifter. All it does is add arrows to the synth lists.
- Includes the fixes for the Hexen, Strife, Ashes and Heretic compatches from 201b.
- Added an optional difficulty-increasing file that replaces blue armour and megaspheres with items which very pointedly don't give you any armour. They're like the other powerup replacers; the armour one will give you the armour spell plus exp/mana, while the megasphere one gives you the regen spell plus a lot of mana (and ok exp). The megasphere one still gives 200 health, on top of that. Means you're not getting an armour save% above 33, and can't magic your armour above 100.
- -> Works in heretic too; there it also reduces the armour% for the silver shield to 40%. Also replaces HacX's body armour. No effect in hexen/strife.
- - -> Note that if there's more than one replacer item in your load list, the last one takes precedence, so this one's more likely to work if it's later in your load order. Not compatible with other mods that replace those items, obviously, (eg. DRLA).
Re: Nameless Lite RPG Mod 1.6.0 New spell system
Posted: Thu Jan 02, 2020 3:23 am
by Ixcuazl
Finally admitted that sometimes cutting features is better than adding them. Added a new stat, though. Yeah, I know.
- New stat: Expertise. It just converts stat points to skill points.
- Cut four spells with effects covered by skills: Heal, Armour, Speed and Ammo Synthesis. Spell colours revised to match.
- Scavenger skill retooled into Siphon: increases energy gains from whacking monsters, increases spell/mote drops and gives monsters a small chance to drop powerup replacer orbs. Worth noting that motes and orbs give XP.
- Base spell drop chance dropped slightly. Was meaning to do that anyway, but it makes a point or two in siphon more useful early on.
- Cutting the ammo generators means that there's no need for most of the compatibility patches.
-> Strife's one is the only one that actually does something significant:
-- Changes siphon again; it's called Magpie here and it also gives enemies a chance of dropping gold.
-- Still has the script that converts stamina upgrade tickets to VIT points. Poor ol' stamina implant guy is just another NPC now.
-- UI doesn't show keys, because strife has way too many of them to display properly.
-> Ashes' patch just changes the radsuit spell into a rad-curing spell with a much shorter duration.
- UI now shows current xp and the xp to the next level but no longer shows your stats. Also moved the keybar to above the XP bar.
- Small tweak to spawnn positioning of bomb minions. They're also no longer solid, for better or worse. Partly because you could use them as stepping stones, but mostly because you could get stuck in them.
- Actors that floatbob now bob a bit less.
- Scifi submod now has its own square version of the mana wheel.
- NoGoodArmour submod's blue armour replacers now top up your (green) armour. The megasphere one now restores more health than you can actually have, just so that it's a full heal if you have high VIT.
Originally added the heal spells because I found it reassuring to have them but not use them. Thing is, if you actually use them it makes the game less fun, so they really shouldn't be there at all. Gameplay flows a bit better now that you've no reason to slow down and use spells to recover, and can't just ignore pickups at higher levels of energy regeneration.
I'd still recommend the blue armour replacing submod if you're decent at doom/heretic/etc and you're not running an extra-difficult wad. Means you have a reason to invest in durability, and gives you a handicap to counter the extra defensive options you get from spells.
Edit: Two minor fixes; one to a sprite offset and another to fill in a missing entry in the language file for the scifi patch (for mana knots, the stormy looking orbs). No version change; updated the file itself, so redownload if either of those is annoying you.
Re: Nameless Lite RPG Mod 1.6.0 New spell system
Posted: Thu Jan 02, 2020 4:55 am
by AvzinElkein
Ixcuazl wrote:Finally admitted that sometimes cutting features is better than adding them. Added a new stat, though. Yeah, I know.
- New stat: Expertise. It just converts stat points to skill points.
- Cut four spells with effects covered by skills: Heal, Armour, Speed and Ammo Synthesis. Spell colours revised to match.
- Scavenger skill retooled into Siphon: increases energy gains from whacking monsters, increases spell/mote drops and gives monsters a small chance to drop powerup replacer orbs. Worth noting that motes and orbs give XP.
- Base spell drop chance dropped slightly. Was meaning to do that anyway, but it makes a point or two in siphon more useful early on.
- Cutting the ammo generators means that there's no need for most of the compatibility patches.
-> Strife's one is the only one that actually does something significant:
-- Changes siphon again; it's called Magpie here and it also gives enemies a chance of dropping gold.
-- Still has the script that converts stamina upgrade tickets to VIT points. Poor ol' stamina implant guy is just another NPC now.
-- UI doesn't show keys, because strife has way too many of them to display properly.
-> Ashes' patch just changes the radsuit spell into a rad-curing spell with a much shorter duration.
- UI now shows current xp and the xp to the next level but no longer shows your stats. Also moved the keybar to above the XP bar.
- Small tweak to spawnn positioning of bomb minions. They're also no longer solid, for better or worse. Partly because you could use them as stepping stones, but mostly because you could get stuck in them.
- Actors that floatbob now bob a bit less.
- Scifi submod now has its own square version of the mana wheel.
- NoGoodArmour submod's blue armour replacers now top up your (green) armour. The megasphere one now restores more health than you can actually have, just so that it's a full heal if you have high VIT.
Originally added the heal spells because I found it reassuring to have them but not use them. Thing is, if you actually use them it makes the game less fun, so they really shouldn't be there at all. Gameplay flows a bit better now that you've no reason to slow down and use spells to recover, and can't just ignore pickups at higher levels of energy regeneration.
I'd still recommend the blue armour replacing submod if you're decent at doom/heretic/etc and you're not running an extra-difficult wad. Means you have a reason to invest in durability, and gives you a handicap to counter the extra defensive options you get from spells.
Weird. It seems that it doesn't keep track of Hexen's armor properly, since the bar remained at 0 after getting the Platinum Helm.
Re: Nameless Lite RPG Mod 1.6.0 New spell system
Posted: Thu Jan 02, 2020 5:50 am
by Ixcuazl
AvzinElkein wrote:
Weird. It seems that it doesn't keep track of Hexen's armor properly, since the bar remained at 0 after getting the Platinum Helm.
Yeah, Hexen uses a different system for armour. The UI looks for BasicArmor rather than HexenArmor, so it'd always read 0. Should be fixable, actually; give me a minute to mess around with SBARINFO...
Also makes the key bar less terrible and re-replaces another source of armour (rare orbs from Siphon).
It's not perfect, since the green bar doesn't fill, but it'll show your current AC rather than 0. Getting the bar to work properly might require some workaround scripting. Should be doable, but... another time, maybe.
Should really have dummied out the armour spell in the Hexen patch for the old version, but I never really ran this with Hexen except to make sure it worked. Not a problem with the new version, hopefully.
Edit: Fixed the inventory item position. Removed the empty space where the portrait isn't, but forgot to move the item display to match.
Re: Nameless Lite RPG Mod 1.6.0 New spell system
Posted: Thu Jan 02, 2020 3:17 pm
by AvzinElkein
Question: Why'd you remove the ammo-regen spells?
Re: Nameless Lite RPG Mod 1.6.0 New spell system
Posted: Thu Jan 02, 2020 5:26 pm
by Ixcuazl
AvzinElkein wrote:Question: Why'd you remove the ammo-regen spells?
Partly for the same reason as the heal/armour spells, and partly because it solves the need for compatibility patches for every wad/mod that doesn't use the standard four ammo types.
I could retool it to use PowerInfiniteAmmo, I suppose. Or I could make an alternate version if you like; one that still has the ammo spell. Easy enough to do.