WW-Cola3 [v2.5 bugfix release, 5/31/2019]

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StroggVorbis
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Re: WW-Cola3 [early access][wip]

Post by StroggVorbis »

wildweasel wrote:Map08 has many separate backpacks throughout the level. In the "demon room" there are 4 backpacks, which in the old system would boost capacity from 20 to 60 in just one room (with all the extra ammo that normally granted). Bit excessive.
I apologize, I just realized that Map08 is Tricks and Traps and not Dead Simple. My bad D:
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Zhs2
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Re: WW-Cola3 [early access][wip]

Post by Zhs2 »

wildweasel wrote:This mod is almost approaching a point where it can be called feature-complete. I do, however, need help with one thing: I would like for monsters to not drop missiles if the player does not have a missile launcher. I've run into some headaches trying to make this happen, though, so such functionality has not made it into the mod. If anybody is willing to look over the code and see if they can help, it is fully commented and available in ww-cola3.pk3/scripts/cola3.acs.
Funnily enough, there is a close example of how to do this on the [wiki]UniqueTID[/wiki] page, albeit with a missile rather than a monster. With a monster, its target field is set to the actor that killed it. Thus, you can do something like this at the beginning of your KILL script:

Code: Select all

bool killerHasLauncher = FALSE; // ACS initializes variables to zero, but just for consistency.
int monsterTID = UniqueTID(); // Get a unique TID.
Thing_ChangeTID(0, monsterTID); // Set the monster's TID so we can return to it.
SetActivatorToTarget(0); // The target is the actor that killed this monster.
if(CheckInventory("MissileLauncher"))
{ // If we have the launcher, then set a variable to later act on.
    killerHasLauncher = TRUE;
}
SetActivator(monsterTID); // Change the owner of the script back to the monster so it can drop the items.
Thing_ChangeTID(monsterTID, 0); // Remove our TID - it is no longer needed.  
... And then later check whether killerHasLauncher is true before dropping any missiles.
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wildweasel
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Re: WW-Cola3 [early access][wip]

Post by wildweasel »

I've actually just implemented a script similar to this (using that very guide); however I was told via Discord that using TIDs this way would break any monsters that already had TIDs set (i.e. on map scripts), so I have it running an ACS_NamedExecuteWithResult to get the information from the player instead, without having to set the activator of the main drop script. Script now works, and has the advantage that if you're using this mod with a scripted map, there's less chance of it messing stuff up.
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Crudux Cruo
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Re: WW-Cola3 [early access][wip]

Post by Crudux Cruo »

Was just playing through this, great mod! Not too many suggestions at this point, i guess just more levels and maybe monsters to go with it?
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wildweasel
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Re: WW-Cola3 [early access][wip]

Post by wildweasel »

Crudux Cruo wrote:Was just playing through this, great mod! Not too many suggestions at this point, i guess just more levels and maybe monsters to go with it?
Well, I do have to do some planning about it, but I was planning on swapping the Zero-Calorie Cola's effect from Quad Damage to a special Level 4 mode (a la Psychic's Overcharge powerup). As for monsters, I'm trying my best to not replace them at all so that a given player may load their own monster pack alongside it. I'm hoping that this'll encourage more authors to make monster replacer packs.
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Crudux Cruo
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Re: WW-Cola3 [early access][wip]

Post by Crudux Cruo »

So i guess I totally missed that this was compatible with monster packs... this is pretty nice with colorful hell.
Yeah i could go for an overcharge / tome of power thing, that would be neat.
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wildweasel
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Re: WW-Cola3 [early access][wip]

Post by wildweasel »

First update of the new year? Well, no. Here's why.

I'm in the process of adding a special something to the level-up logic. In Cave Story, the amount of EXP needed to level up a weapon increases based on its level. It's easy to get up from level 0, but you need more EXP for levels 1 and 2, until level 3 comes along and it's just buffer. I've been working on doing an ACS script that adjusts the required EXP per level whenever the player levels up (or down). However, it's not quite gone as planned.

Where the script lies presently: the script(s) are now being executed for all weapons that can level up or down, but only the logic for the Handgun is actually written. Why? Because I've run into what I suspect is another problem with the ZScript HUD.

((link's removed because a new version is out))

To test this problem out:
  1. Start a new game.
  2. Pull down the console and type printinv to show the contents of your inventory. Note ColaHandgunExp reports (0 / 15), indicating you have 0 EXP out of a capacity of 15.
  3. Level up the handgun however you see fit. (Easiest way is to type IDFA so the meter maxes out, then collect a single bubble to trigger the level-up script.)
  4. Continue collecting bubbles and notice that the bar is still filling by the same amount.
  5. Try printinv again. Note ColaHandgunExp reports (amount / 30), so the actual number of items is correct.
  6. The EXP bar, however, does not proportionally adjust to suit the new capacity, for reasons unknown. Once you have more than 15 EXP, the bar is already full, but this does not reflect the actual capacity of ColaHandgunExp.
I suspect the problem lies in the zscript.txt HUD definition, specifically how it's checking for ammo2, but I honestly can't make any sense of what's going on with it. If anybody can help, I will greatly appreciate it.
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AFADoomer
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Re: WW-Cola3 [early access][wip]

Post by AFADoomer »

Change the line in the DrawRightCorner function that starts with:

Code: Select all

        if (ammo2) { maxammo2 = 
to

Code: Select all

        if (ammo2) { maxammo2 = ammo2.MaxAmount; }
Right now it's retrieving the default max amount, not the current max amount that you have set via ACS.
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wildweasel
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Re: WW-Cola3 [early access][wip]

Post by wildweasel »

Wow, that's all it was? Awesome, thanks for the help again. Now I can get to doing the rest of the scripts.

[edit] Okay, a new version is up for public consumption. https://drive.google.com/file/d/0B4AcTi ... sp=sharing

Changes:
- The level-up curve is added! Well, it's less a curve and more a straight slope with a sudden drop at the end.
- ReGen Cola now immediately gives you 50 HP on top of the ReGen effect, since there's a handful of situations where maps kind of expect Soul Spheres to take effect instantly...
- Some internal reorganization of the code - nothing that really affects how it works, mind you, but some extra comments here and there to make things a bit more learnable.
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wildweasel
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Re: WW-Cola3 [early access][wip]

Post by wildweasel »

I don't have a new build for you guys yet - I'd like to have some more substantial changes first! - but I've just made a great stride towards making ww-cola3 my most compatible gameplay mod yet. Thanks to an unusual little trick I came up with involving replacing bullet puffs, I've figured out how to achieve some form of a bullet-tracer effect on enemy hitscan attacks...without replacing the enemies at all. This means that, among other things I've done to remedy the side-effects of this, ww-cola3 is now 100% compatible with any and all mods that replace enemies. Play it with Kriegsland! Or Bratwurst! Or Shades of Doom! Or Colorful Hell! Or, well, whatever! Not only will all custom enemies drop the correct amount of cola bubbles, any enemies that used basic hitscan attacks now come with nice, visible smoke tracers to help you pin down the locations of those troublesome sniper chaingunners.

(The mod still doesn't support Hexen or Strife at the moment, though...)
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Dr_Cosmobyte
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Re: WW-Cola3 [early access][wip]

Post by Dr_Cosmobyte »

Play it with Kriegsland!
Much appreciated :)

The next version is almost ready, just need two or three days of hard work. The enemies will be even cooler than before!

[edit] Forgot to say before: Love the Pepsiman reference. =p
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Captain J
 
 
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Re: WW-Cola3 [early access][wip]

Post by Captain J »

Super-Duper Super-Fizzing. Literally! And thanks for some recommended mod combinations as well. Sounds really fun to play with.
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wildweasel
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Re: WW-Cola3 [early access][wip]

Post by wildweasel »

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wildweasel
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Re: WW-Cola3 [early access][wip]

Post by wildweasel »

Okay, yes, a double-post (and only about 15 minutes after the previous one, for shame, Weasel)...but my desire to Get Shit Done has led me to post up a new build.

https://drive.google.com/file/d/0B4AcTi ... sp=sharing

Changes in the log today!
- The Plasma Autorifle has a quicker base fire rate when it has leveled up a couple of times, so you shouldn't have to "warm it up" as much when you're about to get into a fight.
- More level-up sounds, and a bunch of new level-DOWN sounds, primarily taken from the ancient Windows 3.1 game "Gazillionaire." I think the absolute cheesiness of them fits this mod perfectly.
- The biggest change this update, hinted at in the previous post: the Zero-Calorie Cola powerup no longer acts as a dumb double-damage, but grants 30 seconds of access to "Level X," a power level that goes well beyond the power of Level 3. All weapons, except the Soda Grenades for the moment, have a Level X variant. I also "removed" the Zero-Cal pickups from Heretic, reverting them back to Tome of Power pickups instead...however, this grants a boon to Heretic players, as the Tome of Power not only grants Level X to your weaponry, but it can be carried around. Enjoy, and explore the unique benefits of Level X weaponry! (It works on melee attacks, too!)
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Captain J
 
 
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Re: WW-Cola3 [early access][wip]

Post by Captain J »

wildweasel wrote:Well, um...
Protect and Serve... Until Death.

Honestly, that's some good robots from Solitaire. Brings my memory back.

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