Messed around some more, am I right in thinking it looks a lot better than it did, size-wise? Or am I just getting used to it?
I napped - was informed I was starving and couldn't sleep, but was already sleeping since I couldn't move.
For early testing runs, might be an idea to start the player out with a weapon or something. Currently it's just one huge map with a lot of lethal aliens.
I know you can't use NMV, so I ran it through mine for you and picked up a few bugs.
#1: Replace the top lines of your "Weapons.dat" with this:
0=standard, 1=Flame Thrower, 2=Red Laser Pistol, 3=standard, 4=standard, 5=standard, 6=Pistol, 7=Rifle, 8=Fist, 9=Plasma Rifle;//weapon class names Particle Parameter Holder;//name--------------------------------------- 0;//identifier ....
#2: You appear to have removed the "No Weapon - Do Not Remove!" weapon. I'm not sure why it's tagged "Do Not Remove!" - maybe someone more code oriented might know - but you might want to put it back and slip the parameter holder down to slot #1?
#3: Item #28, the Light Diode, has a "Discard After Combine" of 9, rather than 1.
#4: Just an FYI, but you don't need multiple items to open inventory with different hotkeys (I know Default does, but it's not optimal). Check out FM's:
Open Inventory;//name--------------------------------------- 1000;//identifier 0;//item class 0.000000;//weight Opens inventory.;//short description none;//first pick up text 0.550000;//size on map 0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner -1;//particle to shown on radar 0;//visible in inventory 0=no (can only be used via quick keys), 1=yes fist.png;//texture name -1;//wielded script,-1=nothing, only applicable for wieldable items -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded 0;//show help text for conditions begin_wield_slots; end_wield_slots; begin_effects_block; none;//event text none;//event failure text none;//sound, none for nothing 0;//vanishes after event, 0=no, 1=yes -1;//use key I;//quick key begin_conditions; end_conditions; begin_effects; 62;//effect number 1.000000;//parameter1 0.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 end_effects; none;//event text none;//event failure text none;//sound, none for nothing 0;//vanishes after event, 0=no, 1=yes -1;//use key X;//quick key begin_conditions; end_conditions; begin_effects; 62;//effect number 1.000000;//parameter1 0.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 end_effects; end_effects_block; begin_combinations; end_combinations;
Note that you can have the same item have multiple different commands attached. Just have the use key be -1 (not necessary but tidier) and a separate duplicate effect. You could theoretically just have one universal item that handles all the hotkey actions in the game. This lets you save on file space and saves a lot of time on adding multiple items to the player's starting inventory.
For Sleep, rather than drop a plot object, try using a lighting effect.
For full darkness and waking up when attacked, you'll need....
Four scripts, one Blacklight, one Sleep Token (item), your sleep activator item, and a script in the Hit Block on the player creatures.
Sleep Token: No size, none texture, no nuffin. It's only a marker. You can add a short description for internal reference, and a long description for a journal entry.
Sleep Activator: Hotkey Z - Sleep. Conditions: Have 0 Sleep Tokens. Effects: Add 20 Sleep Tokens. Enable Script #1
If you want to be awesome, add a bunch more Z-hotkey things with 1/100000 random chance to add various Dreams. These dreams would do nothing but have Long Descriptions, basically letting the player have a chance of "dreaming" each time they sleep.
Hit Block: If have 1 Sleep Token, Call (run once) Script 0: WTF Script.
Script #0: Called script. Start inactive. As with all called scripts, you can leave everything at 0 for the mechanical parts. Waking Time - Forced Conditions: If have 1 Sleep Token. Effects: Remove 1 Sleep Token. Call Script #0.
Script #1: Looping, active script. Start inactive. Sleep Control: Runs every 1 second. Call Script #2 with conditions. Call Script #3 with conditions.
Script #2: Called script. Zzzz: When Called: Conditions: Have 1 Sleep Token. Effects: Drop Blacklight for 1001ms with size 10. Multiply Creature Speed by 0 for 1001ms (trust me on these 1001s). Multiply Game Speed by 4 for 1000ms. Restore X Energy (probably effect 53 for 1000ms for however much, it looks a lot smoother than a lump addition). Disable inventory for 1001ms. Remove 1 Sleep Token.
Script #3: Called script. Waking Time - Normal When Called: Conditions: Have 0 Sleep Token. Effects: Disable script #1.
This basic series basically means: You sleep for 20 seconds, recovering energy as you do so. If you're hit during your sleep, you'll call WTF - causing the remainder of your sleep to be cut short, and then trigger #3 and wake up.
Because you're dropping a light source at yourself, rather'n a plot object, this will work wherever you are on the map.
If you want to get more advanced:
Scripts 4 & 5:
If Thirst/Hunger < 10%, call script #0. Message: You're too thirsty/hungry to sleep.
Script #6:
If Energy > 99.5%, call script #0. Message: You're well rested. You can use this to add as many Z-tokens as you like with the activator, then remove any extra when your energy is full.
Add these three onto sleep control (before script #2) and the scripts will do the heavy lifting, stopping you from sleeping if you're too hungry/thirsty/not tired, and waking you up if any of those conditions becomes true whilst sleeping.
|