^--- Nice idea.
Okay, here is the coding. Using v0.1b as a base, I added the following things.
To bars.dat:
Reactor Level;//name 5;//identifier 0;//bar type, 0=normal, 1=show body temperature, 2=show number of items parameter0, 3=show wielded weapon ammo, 4=show armor, 5=show carry weight, 6=show seconds from game start 0;//parameter0 1;//visible (only applicable for player's bars) 1;//visible on enemies 1;//show number 3;//anchor point (0=left top, 1=right top, 2=left bottom, 3=right bottom) -250;//location x, pixels from anchor point -65;//location y, pixels from anchor point bar.tga;//bar picture none;//background picture 0;//background picture x offset 0;//background picture y offset 0;//background picture width 0;//background picture height 1;//height -200;//length in pixels for maximum (negative = bar increases to left) 0.25;//red color component for minimum 0.125;//green color component for minimum 0;//blue color component for minimum 0.5;//red color component for maximum 0.125;//green color component for maximum 0;//blue color component for maximum To player_races.dat:
reactor bar;//description 5;//specialty 0;//difficulty level none;//message 5.000000;//parameter0 0.000000;//parameter1 500.000000;//parameter2 500.000000;//parameter3 To plot_objects.dat (just a change to the Fuel Cell):
begin_effects; 4;//effect number 20.000000;//parameter1 1.000000;//parameter2 5.000000;//parameter3 <----- Right there, adds to fuel instead of energy 0.000000;//parameter4 end_effects; end_effects_block; To scripts.dat:
Decrease Reactor Bar;//name 6;//identifier 1;//run without calling (set to 0 if you use the script for example as a wield script) 0;//call position, 0=player location, 1=mouse location 0;//calling creature 0=player, 1=creature nearest to the mouse, 2=player controlled creature 100;//run every n milliseconds none;//message 0;//message type, 0=quick message, 1=journal none;//sound, none for nothing 0;//delay script for n seconds after conditions met 0;//disabled after first use, 0=no, 1=yes begin_conditions; 3;//condition 5.000000;//condition parameter0 0.025000;//condition parameter1 end_conditions; begin_effects; 4;//effect number -0.025000;//parameter1 1.000000;//parameter2 5.000000;//parameter3 0.000000;//parameter4 end_effects; Increase Energy Bar;//name 7;//identifier 1;//run without calling (set to 0 if you use the script for example as a wield script) 0;//call position, 0=player location, 1=mouse location 0;//calling creature 0=player, 1=creature nearest to the mouse, 2=player controlled creature 100;//run every n milliseconds none;//message 0;//message type, 0=quick message, 1=journal none;//sound, none for nothing 0;//delay script for n seconds after conditions met 0;//disabled after first use, 0=no, 1=yes begin_conditions; 5;//condition 1.000000;//condition parameter0 240.00000;//condition parameter1 3;//condition 5.000000;//condition parameter0 0.025000;//condition parameter1 end_conditions; begin_effects; 4;//effect number -0.025000;//parameter1 1.000000;//parameter2 5.000000;//parameter3 0.000000;//parameter4 4;//effect number 0.250000;//parameter1 1.000000;//parameter2 1.000000;//parameter3 0.000000;//parameter4 end_effects; To weapons.dat (two changes):
For the thrusters:
begin_wield_conditions; 3;//condition 5.000000;//condition parameter0 <----- Drains from fuel bar. 0.06;//condition parameter1 <----- only a bit, now... end_wield_conditions; begin_fire_effects; 4;//effect number -0.06;//parameter1 <----- See above for 0.000000;//parameter2 5.000000;//parameter3 <----- same information 0.000000;//parameter4
For the Small Laser S:
begin_wield_conditions; 3;//condition 1.000000;//condition parameter0 1.00;//condition parameter1 <----- See below end_wield_conditions; begin_fire_effects; 27;//effect number 5.000000;//parameter1 50.000000;//parameter2 0.300000;//parameter3 0.350000;//parameter4 27;//effect number 6.000000;//parameter1 50.000000;//parameter2 1.30000;//parameter3 1.40000;//parameter4 4;//effect number -1.00;//parameter1 <----- Drain more because we now have regen 0.000000;//parameter2 1.000000;//parameter3 0.000000;//parameter4 end_fire_effects;
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