Shirsh Posted June 11, 2015 Share Posted June 11, 2015 Hello, on Steam now: http://steamcommunit...s/?id=557032534 with only one loadout and similiar to one in alpha build "+2KO melee" ability, improved pics, and some bio fanfiction And as .zip here: DrPedler.zip augment: +2KO melee but melee cost 3 movement points, extra noise from running and KO resistance, can carry extra item without encumbrance, and slightly better in dragging bodies. extra: door slamming for 2PWR and 1 movement point (knocks out anyone(!) right behind door, noisy, for emergencies) sparks, when hitted items: 1) scan grenades for 1PWR each one (unlimited, alternative to peeking, when you need movement more than power) 2) basic disruptor but with +1PWR side effect P.S. speeches all taken from cybermen from Dr.Who, new items/abilities named in the way to not interfere with possible updates. Scan grenades added to stores. Install: unzip into InvisibleInc\mods\ DrPedler.zip русская версия - в папке ru_lang, смотрите инструкцию внутри Special thanks to Sogaple for English text rework AndrewRi for Russian text rework. pics/collages packed in .kwad: Spoiler It's made from default pics of Tony and Monst3r, and based on pic from alpha: Spoiler Link to comment Share on other sites More sharing options...
WilliamGreywind Posted June 11, 2015 Share Posted June 11, 2015 PEDLER LIVES. Link to comment Share on other sites More sharing options...
Shirsh Posted June 11, 2015 Author Share Posted June 11, 2015 nothing here Link to comment Share on other sites More sharing options...
Shirsh Posted June 11, 2015 Author Share Posted June 11, 2015 Link to comment Share on other sites More sharing options...
Shirsh Posted June 15, 2015 Author Share Posted June 15, 2015 Have a nice glitches with characters who drags him, btw: Link to comment Share on other sites More sharing options...
Shirsh Posted June 22, 2015 Author Share Posted June 22, 2015 updated: shield rigs, alt start with shield rigs, shield rigs in shops Link to comment Share on other sites More sharing options...
Caischcer Posted June 23, 2015 Share Posted June 23, 2015 THIS MOD IS EPIC!!! I am enjoying so much really appreciate it, I wish some of my programming skills could actually mod but few games are programmed on python Link to comment Share on other sites More sharing options...
mentalistpro Posted June 23, 2015 Share Posted June 23, 2015 nice mode buddy, gonna try it I wish I could finish exam now and edit some scripts too... Link to comment Share on other sites More sharing options...
Shirsh Posted June 23, 2015 Author Share Posted June 23, 2015 slightly updated: when being hit - sparks Link to comment Share on other sites More sharing options...
Shirsh Posted July 1, 2015 Author Share Posted July 1, 2015 upd: scan grenades for 1PWR (by accident it was for 3 instead of 2, but what the hell, why not to try it for 1 then)+ costs slightly changed etc Link to comment Share on other sites More sharing options...
Shirsh Posted October 7, 2015 Author Share Posted October 7, 2015 Finally updated for update 11, yes I was lazy >_< Link to comment Share on other sites More sharing options...
Caischcer Posted October 7, 2015 Share Posted October 7, 2015 OMG thank you very much, I can finally play with peddler again! Link to comment Share on other sites More sharing options...
Caischcer Posted October 7, 2015 Share Posted October 7, 2015 Oh hey, by the way, do you know how to mod conversations? I mean the ones between agents, I would like Peddler to be able to talk to other agents like Decker. Link to comment Share on other sites More sharing options...
Cyberboy2000 Posted October 8, 2015 Share Posted October 8, 2015 Conversations are a bit tricky. The idea behind them isn't very difficult to understand, however since you can't edit strings you'd have to add them manually somewhere else. If you'd like I could look into it some time but I can't promise it will be soon. Link to comment Share on other sites More sharing options...
AaronAlphaNexus1 Posted October 8, 2015 Share Posted October 8, 2015 I think that the shields should use power, they are actually something that would really help your agents. How about each shot drains 5 units of energy to hold the shield? or 10? Link to comment Share on other sites More sharing options...
Shirsh Posted October 8, 2015 Author Share Posted October 8, 2015 I didn't find how to modify conversations yet.About power, I know how make it eat power when activated, but don't know how to make it drains per shot.Should it use power? Shield is life saver, plus shields stacks, sound like good idea.At first I tested it at Expert, but switched to Expert Plus since then and try to keep it playable/useful and ~fun with only 5pwr at start (that's why scan-grenades goes cheaper and augment starts to give more power), with thought that people who want to use mods probably played vanilla game a lot and ready to play plus difficulties. Link to comment Share on other sites More sharing options...
AaronAlphaNexus1 Posted October 8, 2015 Share Posted October 8, 2015 Mmmmh how about it drains 5 powers when activated and each turn its on? Or like you could set it on different levels upon activation? like at 5 powers it would deflect only one shot, 10 powers 2 shots, 15 powers 3 shots? or like 1 powers one shot, 5 powers 2 shots, and 10 powers 3 shots? Link to comment Share on other sites More sharing options...
Shirsh Posted October 8, 2015 Author Share Posted October 8, 2015 Power cost, if there will be one, should be meaningful but not too big, so item doesn't start to be a brick in a pocket that will never have a right moment to be used (I really can't use flurry-gun at plus difficulties for example - feel it too unefficient, and it ends as just decoration for Nika).Imagine you press "random" and it will give dynamo+brimstone, cost should be relatively affordable. 5 power start with fusion provides interesting scenario when you need hunt for power at start too. I want to have "window" or chance to use it even with low-power loadout. Link to comment Share on other sites More sharing options...
AaronAlphaNexus1 Posted October 8, 2015 Share Posted October 8, 2015 mmmmh how about a shield that deflects all the shots for one turn? but that then has a long cooldown like 10? Link to comment Share on other sites More sharing options...
Shirsh Posted October 8, 2015 Author Share Posted October 8, 2015 mmmmh how about a shield that deflects all the shots for one turn? but that then has a long cooldown like 10?Initially I wanted it, but failed to make it dissappear after turn >_<Start understanding lua a bit better since then, maybe it will work next time. Link to comment Share on other sites More sharing options...
AaronAlphaNexus1 Posted October 8, 2015 Share Posted October 8, 2015 I see... also i'd want to suggest another thing when you figure that out. How about giving out 3 models of shield? Like a level 1 shield that protects you for one turn? a level 2 shield that protects you for 2 turns and one last shield that protects you for 3 turns? Link to comment Share on other sites More sharing options...
Caischcer Posted October 9, 2015 Share Posted October 9, 2015 Hey does anyone happen to know where the code for anatomy analysis is located? I mean the part that contains the instructions for it.I am working on a mod (of your mod... I heard you like mods...) and I am specifically looking for the part where the code says it costs 3 PWR per kill I would like to modify it so that if you have an augment it only costs 1 PWR. I also did this with subdermal cloak I don't know if this is the cleanest way to do it:augment_subdermal_cloak = util.extend( augment_template ) { name = STRINGS.ITEMS.AUGMENTS.SUBDERMAL_CLOAK, desc = STRINGS.ITEMS.AUGMENTS.SUBDERMAL_CLOAK_TIP, flavor = STRINGS.ITEMS.AUGMENTS.SUBDERMAL_CLOAK_FLAVOR, keyword = "STIM", traits = util.extend( DEFAULT_AUGMENT_TRAITS ){ if unit:countAugments( "augment_kpctech" ) > 0 then pwrCost = 3, else pwrCost = 5, end --not sure if an "end" should go here }, value = 400, profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_generic_torso_small.png", profile_icon_100 = "gui/icons/item_icons/icon-item_generic_torso.png", }, Thanks in advance. Link to comment Share on other sites More sharing options...
Shirsh Posted October 9, 2015 Author Share Posted October 9, 2015 It's written indesc= STRINGS.ITEMS.AUGMENTS.ANATOMY_ANALYSIS_TIPie ANATOMY_ANALYSIS_TIP in strings.lua, items like tazers take it from trait pwrCost, maybe it could work here too? or you need search in \scripts\sim\engine.lua (1 hit): Line 1332: elseif sourceUnit and sourceUnit:countAugments("augment_anatomy_analysis") > 0 and sourceUnit:getPlayerOwner():getCpus() > 3 thenit's Notepad++ find it looks like most interesting game changing stuff happening in engine.lua, for example right after anatomy analysis is curious code for power backpack for heavy guards, upd: it's code that make 6 turns KO when they attacked in back, hmmm, never seen it working in game, need test Link to comment Share on other sites More sharing options...
HumanKirby Posted October 9, 2015 Share Posted October 9, 2015 @CaischcerdnGREP is a useful tool to find a keyword in multiple files. You should totaly try it, it makes things easier, alot. Link to comment Share on other sites More sharing options...
Caischcer Posted October 9, 2015 Share Posted October 9, 2015 or you need search inQuote\scripts\sim\engine.lua (1 hit): Line 1332: elseif sourceUnit and sourceUnit:countAugments("augment_anatomy_analysis") > 0 and sourceUnit:getPlayerOwner():getCpus() > 3 thenit's Notepad++ find it Many thanks! Thanks to you I could find it. So how about something like this: the commented parts are the code I added.if targetUnit:getTraits().improved_heart_monitor then self:dispatchEvent( simdefs.EV_UNIT_FLOAT_TXT, {txt= STRINGS.UI.FLY_TXT.IMPROVED_HEART_MONITOR,x=x1,y=y1,color={r=1,g=1,b=41/255,a=1}} ) --elseif sourceUnit and sourceUnit:countAugments("augment_anatomy_analysis") > 0 and sourceUnit and sourceUnit:countAugments("augment_kpctech") > 0 and sourceUnit:getPlayerOwner():getCpus() > 1 then --if targetUnit:getTraits().heartMonitor and ( not dmgt.ko or self:getParams().difficultyOptions.alarmRaisedOnKO ) and not dmgt.noTargetAlert then -- targetUnit:getTraits().heartMonitor = "disabled" -- local x1, y1 = sourceUnit:getLocation() -- sourceUnit:getPlayerOwner():addCPUs(-1, self, x1, y1) --end --watch out for that end! elseif sourceUnit and sourceUnit:countAugments("augment_anatomy_analysis") > 0 and sourceUnit:getPlayerOwner():getCpus() > 3 then if targetUnit:getTraits().heartMonitor and ( not dmgt.ko or self:getParams().difficultyOptions.alarmRaisedOnKO ) and not dmgt.noTargetAlert then targetUnit:getTraits().heartMonitor = "disabled" local x1, y1 = sourceUnit:getLocation() sourceUnit:getPlayerOwner():addCPUs(-3, self, x1, y1) end end Its incredible what a little if statement can do on a code.By the way, I would like to get this doubt off me. Every if-elseif-else statement sets must end with an "end" keyword, right? and when should you "end " and when "end, " ? Link to comment Share on other sites More sharing options...
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