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Time for my new project that replaces my previous. A very light barebones RPG mod that should sport high compatibility with other weapon and monster replacer mods. Or just the most vanilla doom experience you can have in an RPG mod.
This mod is very picky about load order, please use ZDL or load with INI settings! Always load it after weapons and monster mods.
Features:
Fucntions entirely through actor properties and ACS scripts, nothing is replaced in decorate.
Has a simple magic system, monsters will drop artifacts which when used consume mana instead of being used up.
4 stats that effect your max health, damage delt, mana, and damage received.
Works in doom, doom 2, final doom, and even heretic!
Artifacts:
Spoiler:
Radiation upgrade:
Gives you the radsuit power for 30 seconds.
Ammo Synthesis:
Gives you a random pickup of ammo, rockets and cells have a lower chance of appearing.
Blur upgrade:
Gives you the blursphere power for 20 seconds.
Rage upgrade:
Doubles attack speed for 10 seconds.
Speed upgrade:
Increases movement speed for 20 seconds.
Push:
Pushes monsters away without damage.
Summon Lesser Guardian:
Summons a friendly orange Stationary orb that attacks monsters.
Summon Guardian:
Summons a friendly Blue orb that floats around and attacks monsters.
Legendoom Fixed in 1.1.0!
CUSTOM GUN: THE GUN-ENING
Brutal Doom, yes the monsters only version too. causes overflow bug with leveling scripts.
Will add more if any are discovered.
Changelogs:
Spoiler:
1.0.1 hotfix:
Fixed error with the blur sphere
removed forced hudscale, should play better with other huds now.
1.0.2:
Changed the experience code. this means that the experience bar no longer functions but since that was done in a hacky way this should solve some minor oddities
Fixed blur spheres displaying the wrong sprite
Added checks to the monster scripts. this should stop gaining insane amounts of experience for no reason with colorful hell.
Buffed the attack stat for players and monsters if monster scaling is enabled.
Stat caps have been doubled.
1.1.0:
Nerfed defense stat.
Added clear data option.
tweaked some scripts to improve compatibility.
Changed default experience base to 100.
Added mana and health displays to the menu.
1.5.0:
-Can no longer waste points on a maxed out stat
-Mana renamed to Energy to avoid confusion in hexen.
-Can no longer gain experience by killing your own summons.
-Summons now have their own attack.
-Added a skills system.
-Fixed bug where random stat allocation would occassionally eat stat points.
-Fixed errors in hexen.
-Fixed ACS errors that were appearing in several mods and games. Load order shouldnt matter so much now
-Menu system entirely recoded.
-Health bonuses and soulspheres should max out at 100 above max health now.
-Added Holy Fire spell.
-All stat effects have been buffed, suggest turning stat points per level down.
-Now all enemy deaths give experience, infighting and enviroment alike.
1.6.0
-Rage icon changed.
-Added Weaken spell.
-Added Slow spell.
-Spells are no longer inventory items.
-added Scan Skill, when activated enemy statistics are displayed.
-Buffed holy fire
-Buffed Health regen skill heavilly
-Fixed RNG with random stat allocation
-Nerfed guardians attacks.
-Guardians now scale if scaling monsters are enabled.
Last edited by monkeybtm6 on Fri Dec 15, 2017 2:01 am, edited 11 times in total.
This is a great little RPG mod, pretty much one I have been looking for for a while. It is quite well balanced and highly compatible with other mods, which makes this a great mod for use in modpacks and it gives me the option to combine it with pretty much any mod I want.
One thing I would like to see is the option to make the mod write to a file, like the gzdoom-[username].ini file or something so your stats will be remebered across mappacks, kind of like FragTrak, that is, if you intend on adding this feature.
EDIT: The function to save your character is already implemented, I should have tried every option before commenting.
SeriousWeasle wrote:This is a great little RPG mod, pretty much one I have been looking for for a while. It is quite well balanced and highly compatible with other mods, which makes this a great mod for use in modpacks and it gives me the option to combine it with pretty much any mod I want.
One thing I would like to see is the option to make the mod write to a file, like the gzdoom-[username].ini file or something so your stats will be remebered across mappacks, kind of like FragTrak, that is, if you intend on adding this feature.
EDIT: The function to save your character is already implemented, I should have tried every option before commenting.
yeah the features already there but i have it off by default since its still not very well polished, like no way to clear the save data and whatnot. best way to reset it to turn it off. start a new game, then pause and turn it back on.
After playing for a little bit, I encountered an error message. In the console appeared red text saying:
"unknown item class SPBlur to drop from a random spawner"
I assume that I was supposed to get a blursphere artifact, because the speed artifact item was called SPSpeed. When I tried to summon the command "summon SPBlur" the console returned:
"unknown actor 'SPBlur'"
This error fortunately does not crash the game, so the mod is still completely playable apart from being able to obtain a blursphere artifact.
EDIT: In case it helps, I was using GZDoom github build "gzdoom-x64-g3.0pre-52-g82b0326"
SeriousWeasle wrote:After playing for a little bit, I encountered an error message. In the console appeared red text saying:
"unknown item class SPBlur to drop from a random spawner"
I assume that I was supposed to get a blursphere artifact, because the speed artifact item was called SPSpeed. When I tried to summon the command "summon SPBlur" the console returned:
"unknown actor 'SPBlur'"
This error fortunately does not crash the game, so the mod is still completely playable apart from being able to obtain a blursphere artifact.
EDIT: In case it helps, I was using GZDoom github build "gzdoom-x64-g3.0pre-52-g82b0326"
Simple fix, already hotfixed it so just try re downloading. accidentally put the wrong name in the spawner
Edit: I found that it doesn't work well with weapon mods that change up the hud. That, and I hardly seem to notice Attack making my shotgun and pistol weapons any stronger.
Edit: I found that it doesn't work well with weapon mods that change up the hud.
Load order is important, if the weapons mod changes the hud make sure its loaded after this one, course you wont get this ones custom hud but you can always check your stats and experience in the menu.
That said waay more is broken with legendoom here, it was a mod i didnt test. sorry but i dont think this'll work with legendoom, and i dont think i can make a patch for it either. sorry man.
I do have a quick suggestion: displaying a targeted monster's health.
It'd work great where you want to know how much health a boss monster has left, particularly to see how well you're doing against bosses such as ones from Colourful Hell. (Legendoom Lite works fine with this mod, I also found)
And is it just me, or does the attack stat feel like it's not really giving me much unless I pump a lot of points into it?
dljosef wrote:I do have a quick suggestion: displaying a targeted monster's health.
It'd work great where you want to know how much health a boss monster has left, particularly to see how well you're doing against bosses such as ones from Colourful Hell. (Legendoom Lite works fine with this mod, I also found)
And is it just me, or does the attack stat feel like it's not really giving me much unless I pump a lot of points into it?
Attack stat works on percentage so it does need a lot of points put in to have any noticeable effect on weaker weapons, bigger weapons however should see bigger boosts.
Doesn't seem to play nice with the Aracnocide weapons only version.
It either gives you the Aracnocide HUD but squeezed into the top left corner of the screen, or the RPG HUD but with weapon names going through the ammo bars and wrapping around to the other side of the HUD.
Maybe the latter could be fixed by making the two ammo bars horizontal, ammo reserve on bottom, ammo in the weapon above that, ammo counts to the left or right of them, and weapon name going across the top bar slightly above it, it would be more in line with the health, mana, armor bars that way too.
If it helps, the console tosses up "ACS: I don't know what SmokeEffects is." when loading the RPG mod after, it doesn't pop up if RPG loads first, but the small, top left of the screen HUD remains.
Last edited by Crimsondrgn on Thu May 04, 2017 1:06 pm, edited 1 time in total.
Also found another problem. It doesn't really work well with this mod ( viewtopic.php?f=43&t=54303&p=956432&hil ... un#p956432 ), as it makes the guns do zero damage, for some reason. chainsaw still works fine, though.
Crimsondrgn wrote:Doesn't seem to play nice with the Aracnocide weapons only version.
It either gives you the Aracnocide HUD but squeezed into the top left corner of the screen, or the RPG HUD but with weapon names going through the ammo bars and wrapping around to the other side of the HUD.
Maybe the latter could be fixed by making the two ammo bars horizontal, ammo reserve on bottom, ammo in the weapon above that, ammo counts to the left or right of them, and weapon name going across the top bar slightly above it, it would be more in line with the health, mana, armor bars that way too.
If it helps, the console tosses up "ACS: I don't know what SmokeEffects is." when loading the RPG mod after, it doesn't pop up if RPG loads first, but the small, top left of the screen HUD remains.
yeah ALWAYS load my mod first, those hud problems i think i know the problem, will make a fix ASAP.
dljosef wrote:Also found another problem. It doesn't really work well with this mod ( viewtopic.php?f=43&t=54303&p=956432&hil ... un#p956432 ), as it makes the guns do zero damage, for some reason. chainsaw still works fine, though.
Ill add that to the list, both that and legendoom are ACS heavy mods, and so is RPG lite. saddly dont think i can fix either.