removing level and stat caps from Kyle873's Doom RPG Mod

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treos
Posts: 24
Joined: Wed Jul 12, 2017 12:25 am

removing level and stat caps from Kyle873's Doom RPG Mod

Post by treos »

i was wondering if this might be possible as i've looked through the files in SLADE and while i see mention of said caps in the doomRPG > scripts > stats.c and a few other files, i couldn't find the actual "caps" to change them.

main reason i'm asking is because i used that wadsmoosh thing to combine the doom.wad, doom2.wad, doomu.wad, plutonia.wad, and tnt.wad so it'd basically be one really long game. but the thing is, with that much length, it's highly likely that you'd hit the lvl cap of 100 (stat cap of 100 + your exp level) LONG before finishing all of that content. which is why i was wondering how to either raise or, if possible, remove the caps for endless growth.

um...hope i've got it in the right section this time.

edit: also, i hit a map with a level modifier that set the maps difficulty to armageddon (yep, this here mod does that too.) and encountered an enemy that was a dark sprite (like assassination mission targets) and had all stats at 1000 and simply could not be killed. that would be another reason for the caps to come off. cause if enemies can get that hard, i don't think my laser rifle with 2 firestorm and 2 nano mods (increased rate of fire and ammo regen) alone will be enough. i fought the megaboss, sloth the other day when that level modifier appeared and that thing was super tanky but at least sloth could be killed unlike this 1k super monster.
Soul Sucka
Posts: 141
Joined: Sun Apr 04, 2010 9:36 pm

Re: removing level and stat caps from Kyle873's Doom RPG Mo

Post by Soul Sucka »

The information you're looking for is in scripts -> inc -> Defs.h at line 774.

Code: Select all

#define MAX_LEVEL               100
Now, as for how to change that value and recompile the library is beyond what little knowledge I have on this kind of editing. :(

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