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Freedom Force Forums => Mods => Topic started by: yell0w_lantern on April 14, 2007, 07:42:30 PM

Title: FFX Requests
Post by: yell0w_lantern on April 14, 2007, 07:42:30 PM
I hope I'm not offending any of the FFX team members by doing this but I just had a thought for a new attribute. In all fairness, I stole it from Champions.

Dependent
There is a % chance that on any mission, a person that the hero must protect shows up on the level. If the dependent should fall then the hero is KO'd.
Title: Re: FFX Requests
Post by: Epimethee on April 14, 2007, 10:06:35 PM
Good idea, putting  this under a general name. I hope people post their wish list here. :)

As for Dependant, I obviously like it. As a matter of fact, I've had something similar on my to-do list for the last three years. Life is short. :(

Fan-Favorite:
You're so popular that there's a chance a fan will appear in the level and hunt you down until you sign him an autograph. If he gets K.O.'ed, you lose a hero point and prestige.
Title: Re: FFX Requests
Post by: BentonGrey on April 15, 2007, 07:28:45 AM
Haha, those are both awesome ideas!  I like the fan favorite one, it's like Rick Jones and Captain America.  Anyroad, I think just about all of my wishes have already been met.  I suppose that the only thing I can really request is one you already know about Em, for Driver/Vehicle to be added into the Control Centre, which may take a long time.  Also, if it isn't already possible, a way to indicate a different mesh for the object and character sides of the vehicle.

Pretty much, FFX already does everything I want! ^_^
Title: Re: FFX Requests
Post by: Blitzgott on April 15, 2007, 07:38:50 AM
The only thing I feel it's missing is an "speed draining" power/attribute. In other words, the ability of slowing a character down while becoming faster yourself. It'd be perfect for Flash.
Title: Re: FFX Requests
Post by: Epimethee on May 07, 2007, 03:09:17 PM
Breeder: Nice one! :) Accidental Change set to isMinuteUp would probably do.

Speed Leeching: I guess it could be approximated by giving Flash the Decrease special type attack and the Hatemonger attribute customized to effect "gainSpeed" and type to "isDecreased". As "isDecreased" isn't in FFX 3.2, you'd need to add to ffx.py the following function:

def isDecreased(obj,char=''):
    if not Object_Exists(obj):
        return 0
    return (Object_GetSecondaryStates(obj)&SCSTATE_SPEED_INCREASED)!=0

and to ffxdefault.py, under "FFX_TRIGGERS=[", replace the lines

["isDay"],
["isBreached"],
]

by
["isDay"],
["isBreached"],
["isDecreased"],
]
Title: Re: FFX Requests
Post by: Previsionary on May 07, 2007, 04:16:45 PM
here's a small idea:

Air control: Since all the other main elements have ffx attributes, why shouldn't the element of air? Lessee, maybe this attribute could summon a large tornado that could cause damage and kb. Also, maybe it could summon a gust of wind to handle fliers? Hrm...maybe even grant limited flight or control and manipulate oxygen levels (IE: low oxygen= easy to stun, high oxygen= easier kb, slightly more damage)? I  dunno, just an idea. Most of what i suggested could prolly be done with individual powers though. *shrugs*
Title: Re: FFX Requests
Post by: Epimethee on May 07, 2007, 06:39:51 PM
Air control: My take on it (actually, I'm just parroting Dr Mike) is that FFX attributes shouldn't try to duplicate what can be done (better) by using existing powers. So, personally (i.e, someone else in the team may still do it!), I wouldn't create an attribute duplicating buoyancy, density increase or knockback attacks. A tornado character (ffx_tornado) is already available as a summon.

Oxygen control, though... hmm, that one might be hard to simulate without a specific attribute. Low oxygen/underwater: stun risk for non-robots, active defence against fire, no ignition? High oxygen: panic/rage/blank risk, increase area (explosive) damage? change material to ice for higher vulnerability to fire? Oxygen control would complement nicely Transmutator.
Title: Re: FFX Requests
Post by: laughing paradox on May 07, 2007, 07:03:16 PM
I was surprised and really thrilled at seeing the bonus download of making the plasma sculptor items in different colors.

Maybe having that variation of colors for the default summoner attributes characters?
Title: Re: FFX Requests
Post by: crimsonquill on May 07, 2007, 07:12:21 PM
Water Enhancement: I keep thinking about my attempts at making Namor and Aquaman types where they lose health/strength if they are away from water for too long. I know there is already a dependency attribute but water is not among the selectable items and with having new water FX for maps and even fire hydrants in city levels plus the occasional fountain available it should be considered for future updates. If a character with this attribute rips up a fire hydrant and gets caught in the FFX water burst they should be healed and recieve a temporary power boost instead of the penalty anyone else would get.

- CrimsonQuill
Title: Re: FFX Requests
Post by: Xenolith on May 07, 2007, 08:25:30 PM
I think keurtee had a rumble room mode that brought in wave after wave of teams to fight.  I like to watch my heroes battle, so it would be neat if I could have a mode where I could start out with Team A and then randomly spawn additional teams as previous teams are defeated.

Also, it would be very neat if a little text display would say when character x is defeated and by whom.  I think keurtee had this in his mod, too.

Is that guy still around? :unsure:
Title: Re: FFX Requests
Post by: Epimethee on May 08, 2007, 04:34:05 PM
Quote from: ips on May 08, 2007, 01:41:11 PMdoes that mean it's doable currently with accidental change or that you could use accidental change code as a basis for the new attrib?
I thought it was currently doable, but reviewing the docs, I realized Involuntary Form always reverts after 60 seconds, so... oops. Maybe Involuntary Form should have a revert trigger too?

Edit: Oops. Accidental Change does support revert trigger... so, hmm... I'll blame the documentation. :P
Title: Re: FFX Requests
Post by: lugaru on May 09, 2007, 03:55:25 AM
Quote from: Epimethee on May 08, 2007, 04:34:05 PM
Quote from: ips on May 08, 2007, 01:41:11 PMdoes that mean it's doable currently with accidental change or that you could use accidental change code as a basis for the new attrib?
I thought it was currently doable, but reviewing the docs, I realized Involuntary Form always reverts after 60 seconds, so... oops. Maybe Involuntary Form should have a revert trigger too?

How is this: the attack gives your opponent the accidental change attribute (since attributes can be given mid game now). The revert trigger is "character is at full health". That way healing powers and such would bring the brood (or zombie for what I would use it) to full health and revert the character back to who it is supposed to be.

My ideas:

Is it possible to spawn a character wielding an object? I dont know if it is that characters dont know to pick up lamp posts and swing them or if they had one in their hands they wouldent swing it... but a character could recieve a custom command or else appear wielding a nicely meshed sword so that until it gets knocked out of their hands they have a major advantage.

Also we never worked out that Evil Genious attribute we had thought about. Think of it as an attribute that gives a character two customizable 1 use powers in the rumble room, one being a major summon (all around himself) and one being a minor summon (1 object). For example one could summon a few dozen limpet mines, time bombs (limpets that slowly loose health), or even gas bombs for a joker character (after about a minute they explode into large radious acid burn clouds). Likewise villains could use it to summon re-enforcements like a dozen gun thugs or a bunch of potent robots. The single use would have to be something cooler, like a rock of cryptonite for lex luthor or a giant demon for Baron Mordo. So yeah, two one use summons, one of multiple objects and one of a single one. Call the multiple objects one a trap (your surrounded! There's lazor turrets everywhere!) and the minor one an ace up the villains sleeve (I brought A TANK! or I hired Deathstroke!).

Oh and one problem Im experiencing with AI: it keeps using attacks that target objects (like disrupt) on human oponents, with no effect. It might need to be fixed...
Title: Re: FFX Requests
Post by: TaskMasterX on May 09, 2007, 04:21:48 AM
Quote from: lugaru on May 09, 2007, 03:55:25 AM
Oh and one problem Im experiencing with AI: it keeps using attacks that target objects (like disrupt) on human oponents, with no effect. It might need to be fixed...

Lugaru, check the AI script for that character and make sure they're using the "TDisruptObject()", tactic rather than "TRanged()", or something like that for that particular power.
Title: Re: FFX Requests
Post by: catwhowalksbyhimself on May 09, 2007, 05:07:13 AM
I originally included the Evil Genius attribute, but by consensus of the FFX 3.2 team, it was removed.
Title: Re: FFX Requests
Post by: lugaru on May 09, 2007, 03:02:25 PM
Quote from: catwhowalksbyhimself on May 09, 2007, 05:07:13 AM
I originally included the Evil Genius attribute, but by consensus of the FFX 3.2 team, it was removed.

You guy's should of left it in anyway's...

"Well superman, it would appear you are invulnerable to everything except... ME CRASHING THE GAME! MUAHAHAH!".

;)


TASKMASTER: This is what the AI generator make of the attack:        "TDirectExplosive('thing go boom!',time=2.76)",
I'll substitute it and let you know if that fixed it, although it should. I guess it's more a matter of the files being generated than the AI using the files, and honestly given how few characters target objects Im not against making corrections for them.


edit: YUP, she's totally blowing stuff up now. Thanks Task!
Title: Re: FFX Requests
Post by: Epimethee on May 09, 2007, 05:33:57 PM
Quote from: lugaru on May 09, 2007, 03:55:25 AM
[RE: BREEDER] How is this: the attack gives your opponent the accidental change attribute (since attributes can be given mid game now).
BTW, FFX attributes could always be given mid-mission (remember FFX 2.6's Latent Mutant?); what's new is that you can now remove some of them mid-mission too, now.
QuoteThe revert trigger is "character is at full health". That way healing powers and such would bring the brood (or zombie for what I would use it) to full health and revert the character back to who it is supposed to be.
Nice! Another vote for adding Revert Trigger customization to Accidental Change/Involuntary Form, I guess. :)

QuoteIs it possible to spawn a character wielding an object?
I think so. You could possibly spawn the character invisible/outside the map and a pole beside him, have him pick the pole and teleport him when needed.
Title: Re: FFX Requests
Post by: JKCarrier on May 09, 2007, 06:00:36 PM
Quote from: Epimethee on May 09, 2007, 05:33:57 PM
Another vote for adding Revert Trigger customization to Accidental Change/Involuntary Form, I guess. :)

Isn't it already there? There's a pull-down for it in the Control Centre.  :huh:
Title: Re: FFX Requests
Post by: yell0w_lantern on May 10, 2007, 01:21:06 PM
I'm pretty sure you're right.
Title: Re: FFX Requests
Post by: lugaru on May 10, 2007, 03:09:51 PM
Quote from: ips on May 10, 2007, 01:32:45 PM
i'm normally pretty bright about hero file creation but i'm not getting it. i don't see how this is possible at all under the current system.  :unsure:

Under the current system it's perfectly doable that a character can become something else and then revert back to his original form under specific conditions, such as having full energy (like a character of mine who is powerless until he recharges) or what not. What I dont know is if you could make ANOTHER character transform and not change back until the conditions are met. Particularly cool for me is the idea of giving a character something like "russian doll" so that when they die they become a zombie... would this be possible?
Title: Re: FFX Requests
Post by: crimsonquill on May 10, 2007, 04:17:23 PM
Quote from: lugaru on May 10, 2007, 03:09:51 PM
Particularly cool for me is the idea of giving a character something like "russian doll" so that when they die they become a zombie... would this be possible?

Yup, I do that quite regularly with my supernatural rumble rooms... I set up a group of lackys with a boss with private army and give them russian doll. If they are KOed (killed) they resurrect as zombies (just slap their skin on zombie_alpha and use my male_livingdead voice) until they are destroyed once and for all. I recently used the Jack O' Lantern with a summoning attribute and had him be the "demon" version just to play the recent Sleepy Hollow story arc in Ghost Rider.

However, Russian Doll just has the new character pop up on screen next to the body.. I have not figured out a way to make it disappear, yet. And I'm hoping that whoever was working on that zombie_alpha hex with Tommy's parts added on so that Marvel Zombies could be possible.

- CrimsonQuill
Title: Re: FFX Requests
Post by: Epimethee on May 10, 2007, 04:55:10 PM
Oops. Accidental Change does support revert trigger... so, hmm... I'll blame the documentation. :P

Quote from: ips on May 10, 2007, 01:32:45 PM
i'm normally pretty bright about hero file creation but i'm not getting it. i don't see how this is possible at all under the current system.  :unsure:
Well, as you can see, my hero file IQ is nothing to brag about, but the way I envisioned it:

QuoteIs it possible to make a summon/spawn object (say an egg nif) that after X duration spawns new template-ed character (say brood) unless the egg is destroyed?


Create your egg character and give it Acccidental Change with trigger set to isMinuteUp and revert trigger set to isNever.

Create your grown-up character (a chicken, isn't it? after all what else could you want to use an egg for? :P ) and give it the Involuntary Form attribute. Give your chicken either the summoner attribute (set to your egg template) or a limey lure with summoner swap (with the general object template set to your egg). (BTW, this made me realize that we apparently broke Papa Legba's summon zombie customization.)

Title: Re: FFX Requests
Post by: BentonGrey on May 10, 2007, 08:49:56 PM
Okay, I came up with a new way (to me at least) to represent Supe's Kryptonite problem in FF2.  I have him with a vulnerability to begin with, and that's awesome, BUT it's not possible for it to take away his physical resistance as well.  Now, we've got a problem, as non of the damage he takes really does enough to hurt him.  SO, I though, what if, on top of all the stuff that happens to him from K, he also accidental changes into a 'poisoned' version of supes, who has no resistance and who is all around more feeble (not still packing heavy hitter, for example).  However, the trigger I thought might work, 'isAlienMineral' doesn't.  Any suggestions?
Title: Re: FFX Requests
Post by: lugaru on May 11, 2007, 03:08:50 PM
Ahh... with all this talk about brood and eggs I thought you meant the "injected" type, a la Aliens or marvels Brood.
Title: Re: FFX Requests
Post by: yell0w_lantern on May 11, 2007, 03:35:00 PM
a delayed summoning swap, basically.
Title: Re: FFX Requests
Post by: Epimethee on May 11, 2007, 03:42:24 PM
Quote from: BentonGrey on May 10, 2007, 08:49:56 PM
Okay, I came up with a new way (to me at least) to represent Supe's Kryptonite problem in FF2 (...) he also accidental changes into a 'poisoned' version of supes, who has no resistance and who is all around more feeble (not still packing heavy hitter, for example).  However, the trigger I thought might work, 'isAlienMineral' doesn't.  Any suggestions?
The problem is that, IIRC, using isAlienMineral inAccidental Change would require Superman himself to be the alien mineral. You'd need something like in ffx.py (not tested):

def isNearAlienMineral(obj,char=''):
    if not Object_IsAlive(obj):
        return 0
    staticObjects = list( Mission_GetObjects() )
    staticObjects.remove( Object_GetTerrain() )
    for target in staticObjects:
        if ( Object_GetAttr(target, 'physical') != 0 ) and isAlienMineral(target):
            if distanceSq(obj, target) < 300: #300 is a just a guess
                return 1
    return 0

and, in ffxdefault.py, under FFX_TRIGGERS=[, add the line
["isNearAlienMineral"],
Title: Re: FFX Requests
Post by: BentonGrey on May 11, 2007, 04:52:35 PM
Nice, thanks Em!  I'll try it out soon.
Title: Re: FFX Requests
Post by: yell0w_lantern on May 12, 2007, 07:27:47 AM
Well, anyway, here's what I've come up with but unfortunately I can't test it out because the3.2 Gold is very broken for me: buy a limey lure with a summoning swap. create 2 characters - one for accidental change and the other involuntary form.
give the character with accidental change a speed of 1, slow moving and armored (you may need to fudge some attributes or powers so this one does not cost negative points).
make the involuntary form however you want.
In the ffx control centre: open up the summoning character again and change the object template to the accidental change character (you'll have to type it in manually). Now open up the accidental change character and make the trigger into random time up and the revert trigger to isnever.

Of course you'll need to run everything thing (all 3 characters) through the power ID generator for it all to work but, in the end, you should have something like your brood egg - presuming you have a suitable mesh.
Title: Re: FFX Requests
Post by: catwhowalksbyhimself on May 12, 2007, 08:14:23 AM
QuoteWell, anyway, here's what I've come up with but unfortunately I can't test it out because the3.2 Gold is very broken for me

Make sure you give a detailed report in the bug thread.  Especially try installing and running it unmodified, if you haven't already (since most problems are cause by incorrect tinkering with the system.)
Title: Re: FFX Requests
Post by: Blitzgott on May 27, 2007, 09:55:31 AM
It'd be cool an attribute similar to rooted, only the character is imune to knockback when he is moving instead of idle. Good one for Juggernaut.
Title: Re: FFX Requests
Post by: Epimethee on May 27, 2007, 10:21:33 AM
Should be easy enough, Blitzgott, so it has a good chance to be done, either as a new attribute or as a customisation for Rooted. :)
Title: Re: FFX Requests
Post by: Epimethee on July 09, 2007, 08:16:48 PM
Bumping the thread, so people with requests can post them here (hint to Benton ;) ).
Title: Re: FFX Requests
Post by: BentonGrey on July 09, 2007, 08:27:52 PM
Whoops!  Haha, I suppose this would be the appropriate thread that I didn't see.... :huh:  Ha, sorry guys!  Well, here are the two ideas/requests I mentioned in the other thread:

I've been thinking of FF for the last couple of days, and something occurred to me last night.  I'm sure you all know how much I despise the energy system at work in FF2.....I hate it with every fiber of my being, and I thoroughly believe it takes away from the game's enjoyability.  Well....I was thinking about how for battery powered, we get an energy bar that is something on par with the capacity from the original game through the magic of FFX.  I was just thinking...if we can do that, why can't we bring back something akin to the old energy system.  If there was some way for the energy in battery powered to recharge, and perhaps we could choose different grades of it, like invulnerability....well...we'd never have to curse the design of FF2 again!  Plus, those that actually LIKE the current system could keep using it, since this would have to work as an attribute.  What do y'all think?  If we could figure out how to make them continuosly use a power on command, it would be absolutely perfect!

Anyroad, one of my other thoughts was, the fact that IR left knockback from thrown objects out of FF2 really limits any ground-pounder type character.  Where as Colossus or Aquaman could knock a flier out of the air with a well placed car in FF1, not so here, unless they just happen to KILL them with it.  I remember seeing a discussion on a possible way to fix this with FFX, and I just wanted to add my vote for this to be an objective for the next version of FFX.

Thanks Em!
Title: Re: FFX Requests
Post by: Epimethee on July 09, 2007, 09:27:04 PM
> I suppose this would be the appropriate thread that I didn't see....
It was indeed well hidden by dust and spider webs.  :P

Energy system change: Just to be certain, what you particularly loathe is the limited number of grades? So, increasing the maximum energy would simulate having a more finely-grained energy selection system, right?

Note that I probably won't be the one doing it, in part because I'm getting very leery (spelled C.H.I.C.K.E.N) when it comes to changing character stats, as it can cause all sorts of bugs. And energy points might be the worse. Unless I'm mistaken, there are still a couple of bugs popping in old attributes using them. Of course, the ideal would be to rewrite/test most of the existing energy-related code to make it more abstract. :ph34r: But then again, there are other, more courageous members in the FFX team, thankfully.

As for knockback, I'm too tempted and I'll have to try, unless someone beats me to it. :) If it works, I'll ty to make it a plugin or at least a preference so people can disable it.
Title: Re: FFX Requests
Post by: BentonGrey on July 09, 2007, 09:43:25 PM
Thanks Em, it's good news just to hear that you're still thinking about the second part.  To clarify the first point, I find myself thoroughly enjoying playing with characters with battery powered, as I feel more like I'm playing FF1...I don't have to stop doing anything after using a power three wopping times at best.  If there were a constant fire key, I'd be in heaven.  My hope is that something can be worked out to simulate FF1 energy systems, even if we can't simulate the power cost levels.
Title: Re: FFX Requests
Post by: Epimethee on July 09, 2007, 10:05:48 PM
> I don't have to stop doing anything after using a power three wopping times at best.
Good point.

> If there were a constant fire key, I'd be in heaven.
You mean something like the "f" key in FF1? :S (I miss that one badly too.)

> My hope is that something can be worked out to simulate FF1 energy systems, even if we can't simulate the power cost levels.

While this isn't perfectly convenient, as USAgent mentioned in your original thread, custom characters can be set to use the old values using a hero editor. And you could quite probably use Stumpy's DATFiles on built-ins (cf. the FFX documentation).
Title: Re: FFX Requests
Post by: Lunarman on July 11, 2007, 11:55:50 PM
Right here's an idea. If the energy costs are still there in the engine then the must be someway to harness them. It's not really FFX but we could build it into the FFX editor. So if you compare an FFVTTR hero file and a FF hero file hexadecimally the must be a difference between the way the power costs are stored. The FFX control center could have this built in so when you customize a hero file you also set the power costs in more detail. And since prestige is calculated on startup there shouldn't be any balancing problems.


And, for our resident Aquaman, the thrown object knockback should be doable surely. What about regging when an object's picked up then applying knockback when the same object enters foes proximity. To bad there isn't a detect collision event sink.
Title: Re: FFX Requests
Post by: Manfred on July 12, 2007, 06:36:49 AM


Another cool one would be "connected"

I guess it would be like a summon, but a hero could call forth police patrolmen to arrive and help with a fight, and a villain could call more henchmen.

I haven't played too in depth lately, so these might already be in-game options.
Title: Re: FFX Requests
Post by: yell0w_lantern on July 12, 2007, 01:26:51 PM
I'm going to request this one again:
Limited Shape Change
Basically, a version of shape shifter that either requires expenditure of a hero point or has a side-effect like Zap Energy and the other ones from the Boost attributes. I would finally have a satisfactory Hourman!
Alternatively, if the option of a side-effect were just available for regular shape shifter that would be great too.

Multiple Accidental Change(s)
Regular flavor shape shifter allows you to have up to 8 forms. It would be great if Accidental Change could have a different form linked to different conditions so that you turn into form 'X' when enraged but turn into form 'Y' when irradiated. Multiple shapes set to one state would give a percentage of changing into each form under a certain condition so that enraged might cause form 'X' 50% of the time and form 'Y' 50% of the time.
Title: Re: FFX Requests
Post by: Epimethee on July 13, 2007, 07:30:55 PM
Great suggestions everyone.

Quote from: Lunarman on July 11, 2007, 11:55:50 PM
If the energy costs are still there in the engine then the must be someway to harness them. It's not really FFX but we could build it into the FFX editor. So if you compare an FFVTTR hero file and a FF hero file hexadecimally the must be a difference between the way the power costs are stored. The FFX control center could have this built in so when you customize a hero file you also set the power costs in more detail.
The way I understand it, the power level format didn't change; IG simply removed the interface allowing us to enter the FF1 values. Thus, this part shouldn't be overly preblematic. However, setting this in FFX basically means creating a full-fledged hero editor. While this has always been the long-term plan, at this point it's nothing more than a faraway wish. We'll have to be able to release a new Control Centre with existing functionalites first, and this is very far from done! Beside, there is a lot of new code still needed before being able to edit hero files using Python.


[/i]
QuoteAnd, for our resident Aquaman, the thrown object knockback should be doable surely. What about regging when an object's picked up then applying knockback when the same object enters foes proximity. To bad there isn't a detect collision event sink.
Nice idea on the proximity. There are also a couple of MLOG event modules which should be useful (damage and activation); hopefully the overhead and latency won't be too much.
Title: Re: FFX Requests
Post by: Lunarman on August 26, 2007, 02:30:42 PM
Sry for the necropost, but this should be a perm thread :)

Anyway: Would it be possible to make a state swap for tripping up. You know how the ice patch power makes people trip up, would it be possible to make a state swap that always causes the foe to trip up when it hits them. I know you could do it with knockback but then it's all relative to weight, as it very low knockback might trip up a thug but won't do anything to a gangster, I rather like the way that all characters fall over on an ice patch.

This would be useful for bolas or nets and suchlike. (or the paralysis causing darts fired by Blackout ;) )
Title: Re: FFX Requests
Post by: BentonGrey on August 26, 2007, 03:09:40 PM
I think Vertigo sort of already does this, Lunarman.  It makes your enemies fall down and sometimes stumble in random directions.
Title: Re: FFX Requests
Post by: Epimethee on August 26, 2007, 06:23:42 PM
This is no necropost LM; the thread shall live as long as people have ideas. :)

As for the trip up power, if Vertigo doesn't fit because you only want a one-shot attack, maybe you could try throw or pull using a low value source power such as Weaken to reduce the intensity?
Title: Re: FFX Requests
Post by: BentonGrey on August 26, 2007, 06:30:49 PM
Good idea Em!
Title: Re: FFX Requests
Post by: BloodRed on December 21, 2007, 03:10:36 PM
What about a cross between assimilator and body armor? With the armor value depending on the material type.

My first post at FR, and I'm glad to use it to bump this. Infact, joined just so I can.
Title: Re: FFX Requests
Post by: Epimethee on December 21, 2007, 05:04:05 PM
I'll let Stumpy tackle the interesting Assimilator/Body Armor idea, but welcome aboard! :)
Title: Re: FFX Requests
Post by: stumpy on December 21, 2007, 11:51:49 PM
Greetings BloodRed.  :cool:

Do you mean that the protective rating of the body armor would go up or down depending on the wearer's material type? Like a flesh character who got BODY ARMOR (10) would start with ten points of protection and a metal character might have twenty?

Or do you mean the character could pick an object and assimilate its properties into body armor that would have a rating based on the material chosen?

Or the character could have body armor whose nominal value changes as he walks around, every so often the game picks a random nearby object and uses it's material as the base.

The first two ideas, I would be tempted not to do, just because of costing issues. I wouldn't want a stone character getting better protection than a rubber one without paying more for it. For the second variation, my guess is the the character would just figure out which of the available materials gave the best protection and always choose that. Although maybe it could wear off after it was chosen and how long it lasted would be in opposite proportion to how "good" the source material was...

I would think the third idea works, play-wise. The only thing is, the change would seem almost random to the player. And, if that were the case, a body armor scheme with a random protection rating (changes every ten seconds or so) would probably be just as good, though I am not sure what sort of character concept would make use of that...

Title: Re: FFX Requests
Post by: BloodRed on December 22, 2007, 01:57:01 AM
The second is what I had in mind. The way I was thiking, it wouldn't have multiple grades, and would maybe build up points to a certain max. Also, and this I just came to me, maybe instead of the armor blocking the damage unless it's greater then the armor, the damage is taken out of the armor, and any left over damage hurts the character. For example, if someone with 10 armor points gets hit with an attack that does 15 damage, then they lose the armor and take 5 points of damage.

Maybe only one material type at a time, and can only be used if the character doesnt have any armor yet. Low values ,and the fact that the character would have to turn their back on the enemy to get more armor, might help nerf the attribute some.
Title: Re: FFX Requests
Post by: yell0w_lantern on July 14, 2008, 12:50:29 PM
Okay, I finally found this thread again! Now that FFX 3.3 is underway, I thought it would be a good time too reiterate a few requests:

1) Accidental Change with multiple forms each related to a different state. Now that I think about it, a percent chance of changing into one of several forms with the same trigger would be cool too.

2) Limited shapeshifter requiring a hero point or maybe a token system of some kind (charges? cans of spinach?)

3) Dependant - a character you have to protect from harm/KO (Jimmy Olsen, Aunt May, Scrappy Doo, etc.) that has a percent chance of showing up during a mission (like nemesis)

4) More slots for Summoner and private Army

5) Grades of Vulnerability - grade 2 has 2 vulnerabilities, grade 3 has 3 vulnerabilities, etc.

Title: Re: FFX Requests
Post by: Epimethee on July 14, 2008, 06:02:15 PM
I like these, YL. :) Some of them have been on my to-do list for a few years... so hopefully someone else will tackle them faster than your truly. :P

But of course, keeping this list alive helps a lot. 4 and 5 should be quite easy to do.
Title: Re: FFX Requests
Post by: Epimethee on July 14, 2008, 06:04:11 PM
Cross-posting Benton Grey's http://freedomreborn.net/archive/index.php?topic=46662.msg652010#msg652010

QuoteThis may not be the right spot for this, but I have a suggestion for a new FFX attribute.  What about a "King" or "Controller" attribute, one which would give you a custom command that would allow you to take charge of the ambient characters in a level.  For example, you are playing a certain sea king on a level populated with fish and other aquatic beings set up as police, let's say.  He uses his custom command, and the various sealife comes running to him, and respond to basic commands like private army.  Would this be possible or viable?
Title: Re: FFX Requests
Post by: TaskMasterX on July 15, 2008, 06:42:17 AM
Yeah, I agree with EP, these are some great ideas, guys. YL, I included the update you did to Private Army to have six slots in FFX 3.3. But, pre-release testing has basically finished on FFX 3.3 and the manual is now being worked on, so theses great ideas will have to be in a post-FFX 3.3 release.
Title: Re: FFX Requests
Post by: BentonGrey on July 17, 2008, 01:31:47 PM
Whoops, I suppose the cleverly disguised title threw me off. :P
Title: Re: FFX Requests
Post by: Cyber Burn on July 19, 2008, 10:44:32 AM
   I request a "Ninja" attribute. One that combines jumper, nimble, crackshot, and disciplined.
Title: Re: FFX Requests
Post by: Epimethee on July 19, 2008, 11:02:34 AM
You ca do combination attributes yourself, Cyber Burn (cf. the FFX manual). However, only FFX attributes and the few default ones which can be simulated in FFX can be combined. Nimble and Disciplined can be simulated OK; Jumper can only be very poorly approximated by Clumsy Jumper; Crackshot cannot at all.
Title: Re: FFX Requests
Post by: Indigo on July 20, 2008, 04:10:14 PM
I just want some new game modes for FFX...

The on-patrol game mode was good but when you finish all your chosen enemies, the game still continues with thugs instead...perhaps this can be fixed to make the game end when you defeat them all.

The custom skirmish game mode spawns 4 different enemies at random to attack you, but I always get attacked by the strongest one over and over again.  Can it be fixed so that you will be attacked with all the enemies you've actually chosen and not just repeat with the same strong enemy?

Can there be a new game mode that you get to fight one character at a time, then the next one comes along as soon as you beat him/her?

An Evil Plasma Sculptor attribute for Sinestro (because I can't seem to make the yellow color swap to work)

Valendar's weapons pack (http://newpowerinc.com/meshworks/valandar/val_mod_goodies.htm) for the Plasma Sculptor 'Give Weapon' so we can have an axe or a spear instead of light posts. ^_^

Lastly, I wish GogglesPizanno's FFX Plugin Pack #1 and Ren's MapPack01 are officially included for FFX. :thumbup:

Title: Re: FFX Requests
Post by: BentonGrey on July 20, 2008, 04:15:50 PM
Your third request can very easily be done in about two seconds with EZScript.  Just open up one of the samples and create your own Hunt encounters.  You can do pretty much anything you want! ^_^

You can do the evil plasma sculptor thing yourself, as well, since it's a matter of art assets, and not FFX.  Request the yellow objects and skins from your fellow FRers, and then just add them into FFEdit.
Title: Re: FFX Requests
Post by: BentonGrey on July 25, 2008, 09:04:29 AM
Hey IPS, you're talking about one of my two biggest pet peeves with FF2, so I hope you don't mind me chiming in!  I believe in the last discussion we had about this, it was determined that a scripting work around was indeed possible, and an idea was actually put forward.  I definitely think this should be the priority for the next version of FFX (whenever it may appear).
Title: Re: FFX Requests
Post by: Xenolith on July 25, 2008, 11:06:53 AM
There was a fellow whom made some pretty clever mods a few months (years?) ago.  I'm not sure where he went, and I forget what his name was.  Anyway, his rumble room mod had some pretty neat features.  What especially interested me was that it had a feature which would print out characters who had entered the map, and ones that had been defeated.  That was kind of fun.  It would be even better if it said, Hulk defeats Wolverine, for example.  Also, would it be possible to have a list of who defeated who? 

Also, I tend to watch the battles and not play them, so it would be very nice if there was a way to zoom to rumble room contenstants instead of searching all over the map for 10 minutes trying to find them.  Of course I'm thinking of Tommyboy's new maps.  I'll be looking forever.

There was also a eye-level camera mod...is that still available and compatible?  I think it was by the first guy I mentioned.

Thanks.

Edited to fix double "also" in text.
Title: Re: FFX Requests
Post by: Previsionary on July 25, 2008, 11:27:10 AM
Quote from: Xenolith on July 25, 2008, 11:06:53 AM
There was a fellow whom made some pretty clever mods a few months (years?) ago.  I'm not sure where he went, and I forget what his name was.  Anyway, his rumble room mod had some pretty neat features.  What especially interested me was that it had a feature which would print out characters who had entered the map, and ones that had been defeated.  That was kind of fun.  It would be even better if it said, Hulk defeats Wolverine, for example.  Also, would it be possible to have a list of who defeated who? 

Also, I tend to watch the battles and not play them, so it would be very nice if there was a way to zoom to rumble room contenstants instead of searching all over the map for 10 minutes trying to find them.  Of course I'm thinking of Tommyboy's new maps.  I'll be looking forever.

Also, there was also a eye-level camera mod...is that still available and compatible?  I think it was by the first guy I mentioned.

Thanks.

Sounds like you're describing kuertee's stuff (seems everyone forgot who he was even though he brought some good stuff to the table). All his stuff is still available and Im sure his thread is still around here somewhere. He also has a googlepage which you can access. Just be glad FRP is back or all that stuff would be lost forever!!!!
Title: Re: FFX Requests
Post by: Xenolith on July 25, 2008, 11:40:40 AM
That's him!  Yeah, some of that stuff was just plain great.
Title: Re: FFX Requests
Post by: TaskMasterX on July 25, 2008, 11:42:42 AM
IPS,
It's been discussed before, here:
http://freedomreborn.net/archive/index.php?topic=41844.0
but still no conclusion. Maybe sometime after FFX 3.3 is released it can be re-looked at. I agree on the importance of getting this issue resolved (if it can) as it's been a thorn in us :ffvstr: fans' backside for quite awhile.

Xenolith,
Kuertee has alot of stuff included in FFX 3.2. I think his camera view system is included and can be enabled by opening m25config.py and setting M25_USE_SKXCAMERA = 1.
Title: Re: FFX Requests
Post by: crimsonquill on July 25, 2008, 12:01:02 PM
I'm probably sure that this has been discussed elsewhere but.. is there a way to set up more Hate-Filled attributes?

Maybe someone might take on Hate-Filled: Mutants (for Sentinels, Friends Of Humanity) and Hate-Filled: Buildings (for villians who prefer to level cities and ignore heroes/villians until everything is in ruins).

Or is there someway to do this just with simple tweaking with M25AI files and tagging characters manually?  :unsure:

- CrimsonQuill

Title: Re: FFX Requests
Post by: Epimethee on July 25, 2008, 08:44:12 PM
Quote from: ips on July 25, 2008, 08:12:08 AM
ok i just thought this would be a case for the ffx team but i could be wrong...

so everyone complains how there is no knockback on thrown items the way there should be. it's true. yes it sucks. but what can you do? right?

so i was thinking... knockback for regular characters work fine so it's not broken ingame it's just not setup properly for thrown items somehow. if it's a correction in the core scripting maybe the ffx team could handle that... but if it's something in the game application itself maybe it could be simulated by writing a script to work around the issue by attaching attack style knockback to impacts of thrown objects. is this at all do-able?
I had a quick look at it last year, as I thought it might be fairly easy using the MLOGReader module (which enable and reads additional game engine debugging messages), but... well, knocking targets in the right direction at the right time without false negative or worse false positive all appeared problematic. It is apparently going to be quite hard to do properly.
Title: Re: FFX Requests
Post by: Epimethee on July 25, 2008, 09:35:46 PM
Quote from: crimsonquill on July 25, 2008, 12:01:02 PM
I'm probably sure that this has been discussed elsewhere but.. is there a way to set up more Hate-Filled attributes?

Maybe someone might take on Hate-Filled: Mutants (for Sentinels, Friends Of Humanity) and Hate-Filled: Buildings (for villians who prefer to level cities and ignore heroes/villians until everything is in ruins).

Or is there someway to do this just with simple tweaking with M25AI files and tagging characters manually?
If I were to redo these Hate-Filled: Something attributes, they would be a single attribute with customization, so you'd just need to select a target type. Sigh.

Hate-Filled: Buildings – maybe the following (not tested) will work? def initffqaidemolisher(char,update=0):
    if update==0:
        try:
            print 'Is "Demolisher" attribute currently allowed?= %d'%(Mission_GetAttr('allowFFQAIDemolisher'))
        except:
            print '"Demolisher" attribute is allowed by default.'
            Mission_SetAttr('allowFFQAIDemolisher',1)
        RegTimer('updateffqAIDemolisher',10,0,char)

def updateffqAIDemolisher(event):
    char = event.object
    if not Object_Exists(char):
        return
    if FFX_ObjectGetAttr(char, 'psychotherapy'):
        return
    initialized = event.user
    RegTimer('updateffqAIDemolisher',10,1,char)
    if not Object_IsAlive(char):
        return
    if cshelper.isPlaying():
        return
    if Mission_GetAttr('allowFFQAIDemolisher') == 0:
        return
    if initialized == 0:
        return
    else:
        cshelper.addKillAllGoal(char,OC_BUILDING,PRI_LOW-1)


For Hate-Filled: Mutants, it's going to be harder, as you'd need to tag every template which is a mutant as such first. In ffxextras.py, you'd need to add a list of mutants:#add your character templates which should be considered homo superior (or whatever they're called in your comic book universe) to this list
mutantCreatures=(
"angel",
"beast",
"cyclops",
"franklin_richard",
"ice_man",
"marvel_girl",
"pr_x",
"quicksilver",
"scarlet_witch",
)


and in ffx.py (again, not tested):def initffqaimutanthater(char,update=0):
    RegTimer('updateFFQMutantHater',10,0,char)

def updateFFQMutantHater(event):
    char = event.object
    if not Object_Exists(char):
        return
    if FFX_ObjectGetAttr(char, 'psychotherapy'):
        return
    initialized = event.user
    RegTimer('updateFFQGenderHate',10,1,char)
    if not Object_IsAlive(char):
        return
    if cshelper.isPlaying():
        return
    if initialized == 0:
        return
    else:
        allMutants = getAllMutants(lures = 1) #with lures  = 1, even your X-Men action figures aren't safe ;)
        for individual in allMutants:
            if individual != char:
                cshelper.addKillGoal(char,individual,PRI_LOW-1)

def getAllMutants(checkLiving = 1, lures = 0):
    mutantChars = []
    for char in getAllCharacters(checkLiving):
    if FFX_GetTemplate(char) in mutants:
        mutantChars.append(char)
    return mutantChars


And yeah, you should be able to do it through M25's AI config files instead of FFX, I guess.
Title: Re: FFX Requests
Post by: TaskMasterX on July 26, 2008, 06:23:06 AM
For attacking building and mutants, for mutants, you could add    ['subtype', 'mutant',], to a mutant's m25ai file and then place the subtype='mutant' parameter in the AI tactic that you only want used against mutants, and they'll only use that power vs. mutants.

For buildings, add ["special targets", "building", "object",] to the m25ai file of the demolisher, and then add type="any" and subtype="building" parameters to the tactic that you want used against buildings. If you want them to attack buildings over characters, then increase the priority= parameter of that tactic to be above the priority= parameters of the other tactics that are used against the characters.
Title: Re: FFX Requests
Post by: laughing paradox on August 29, 2008, 06:11:20 AM
I'm surprised I never mentioned this before since I've noticed this a while ago.

Would it be possible to have an attribute that gives you a resistance to electricity...and that's it?

The current available attribute like that comes with the added bonus of "melee strikes deals electric damage" as well, and it's not feasible in a lot of situations.
Title: Re: FFX Requests
Post by: Trelau on August 29, 2008, 10:20:40 AM
i almost forgot about that one:
i already talked about it in the scripting forum, but could we have a "Team" attribute wich would be like the private army attribute but whithout random selection of character (all the character are selected each time) and whithout prestige point limit? and possibly more slots than 6?
this way you could have one character (tiggot) who would allow you to quickly select an ennemy team in the rumble room, instead of looking for them in your infinite list of custom character...plus allowing more ennemy slot for the rumble room (since you would only have one slot taken for a dozen character)
Title: Re: FFX Requests
Post by: catwhowalksbyhimself on August 29, 2008, 10:31:23 AM
QuoteWould it be possible to have an attribute that gives you a resistance to electricity...and that's it?

This has been already stated a number of times, but those things are hard-coded.  There is no way to add resistance with scripting.
Title: Re: FFX Requests
Post by: bearded on August 30, 2008, 11:34:14 PM
just a random thought on this...exploding thrown things cause knockback correctly?  what if all items had explosion tagged, and the fx for the explosion was nil?  net effect would be, hit with boulder and fall down.  but even if this worked, it seems like it would take away from car explosions and such.  unless there were a way to have 2 kinds of explosions.

Quote from: ips on July 25, 2008, 08:12:08 AM
ok i just thought this would be a case for the ffx team but i could be wrong...

so everyone complains how there is no knockback on thrown items the way there should be. it's true. yes it sucks. but what can you do? right?

so i was thinking... knockback for regular characters work fine so it's not broken ingame it's just not setup properly for thrown items somehow. if it's a correction in the core scripting maybe the ffx team could handle that... but if it's something in the game application itself maybe it could be simulated by writing a script to work around the issue by attaching attack style knockback to impacts of thrown objects. is this at all do-able?
Title: Re: FFX Requests
Post by: tommyboy on August 31, 2008, 05:35:20 AM
Quote from: bearded on August 30, 2008, 11:34:14 PM
just a random thought on this...exploding thrown things cause knockback correctly?  what if all items had explosion tagged, and the fx for the explosion was nil?  net effect would be, hit with boulder and fall down.  but even if this worked, it seems like it would take away from car explosions and such.  unless there were a way to have 2 kinds of explosions.

An interesting idea, but one that brings some problems with it.
There already are several 'generic' explosion types, so adding another with a null fx would be do-able, I reckon.
The problems start with the fact that cars and such 'explode' when their 'health' drops to a certain value, so unless the health of all boulders were set low enough, the 'knockback explosion' wouldn't necessarily be triggered the first throw (depending on the strength of the thrower). Then you have the cars themselves, which are a perennial favourite for the busy thrower. They would still deal zero knockback unless we set all of them to explode on the first throw.
I think something could come from this idea, but I also think that a competent programmer could look at the .exes of the two games and maybe spot the difference and fix it. And add flying melees. And randomly selected animations for dodge, ranged, run, fly etc.
So when can you do all that, competent programmers? Is it done yet?
How about now?
Title: Re: FFX Requests
Post by: yell0w_lantern on August 31, 2008, 08:03:40 AM
A short recap of some requests:

1) Accidental Change with multiple forms each related to a different state. Now that I think about it, a percent chance of changing into one of several forms with the same trigger would be cool too.

2) Limited shapeshifter requiring a hero point or maybe a token system of some kind (charges? cans of spinach?)

3) Dependant - a character you have to protect from harm/KO (Jimmy Olsen, Aunt May, Scrappy Doo, etc.) that has a percent chance of showing up during a mission (like nemesis)

4) More slots for Summoner

5) Grades of Vulnerability - grade 2 has 2 vulnerabilities, grade 3 has 3 vulnerabilities, etc.
Title: Re: FFX Requests
Post by: Epimethee on August 31, 2008, 09:10:59 AM
Quote from: bearded on August 30, 2008, 11:34:14 PM
just a random thought on this...exploding thrown things cause knockback correctly?  what if all items had explosion tagged (...)
Nice idea, but I still see two issues.

The first, as Tommy mentioned, is that objects don't always get destroyed on first throw. In theory, this could be solved by triggering the explosion through scripting (hopefully, the lag from parsing ff.log, etc. won't mean it happens after the target and throw object are no longer near each other) when detection collision – the latter being rather problematic, especially since you don't want false negative or false positive detections.

The second is that explosions do spherical, not directional damage. Any hit would damage every nearby object and character, not just the actual target. This could be done through scripting (mmm, 3-D vectors and physics... I haven't done maths since 11th grade!), but again, the script lag could give some bizarre results.

So it would require a bit of scripting, IMO and for that I really need to finally debug mlogreader.RegDamage() first.  :mellow:

Quote from: tommyboy
I think something could come from this idea, but I also think that a competent programmer could look at the .exes of the two games and maybe spot the difference and fix it.
I guess you remember the thread on the subject in the general FF forum (probably much better than me, I can't find the thread; was it before the last FR server attack?)... I really wish something could have come of it too. That'S one of the issues with such a small fan base: no hackers under hand to mess with executable. (Not sure if Vista memory address randomization make these tougher, BTW.)

Quote from: tommyboyAnd randomly selected animations for dodge, ranged, run, fly etc.
I take it the _a, _b, _c suffixes work only for melee?
Title: Re: FFX Requests
Post by: tommyboy on August 31, 2008, 09:18:00 AM
Quote from: Epimethee on August 31, 2008, 09:10:59 AM
Quote from: tommyboy
I think something could come from this idea, but I also think that a competent programmer could look at the .exes of the two games and maybe spot the difference and fix it.
I guess you remember the thread on the subject in the general FF forum (probably much better than me, I can't find the thread; was it before the last FR server attack?)... I really wish something could have come of it too. That'S one of the issues with such a small fan base: no hackers under hand to mess with executable. (Not sure if Vista memory address randomization make these tougher, BTW.)

Quote from: tommyboyAnd randomly selected animations for dodge, ranged, run, fly etc.
I take it the _a, _b, _c suffixes work only for melee?

Yes, I still have the disassembled exes somewhere on my system, but am too lazy and ignorant to learn how to 'read' them.
And yes, only the melee animations have the randomly selected anim bit coded in, I've found it within the disassembled exe, but have no idea how to graft it onto the fly, run, dodge parts, even though I have found them too.
Well maybe one day....
Title: Re: FFX Requests
Post by: Epimethee on August 31, 2008, 10:06:56 AM
Quote from: yell0w_lantern on August 31, 2008, 08:03:40 AM
A short recap of some requests:

1) Accidental Change with multiple forms each related to a different state. Now that I think about it, a percent chance of changing into one of several forms with the same trigger would be cool too.

2) Limited shapeshifter requiring a hero point or maybe a token system of some kind (charges? cans of spinach?)

3) Dependant - a character you have to protect from harm/KO (Jimmy Olsen, Aunt May, Scrappy Doo, etc.) that has a percent chance of showing up during a mission (like nemesis)

4) More slots for Summoner

5) Grades of Vulnerability - grade 2 has 2 vulnerabilities, grade 3 has 3 vulnerabilities, etc.
Thanks; hopefully some of them can be done by one of us for the next FFX, whenever that may be.

1, 2) Those Shapeshifter variants are always a pain to develop (lots of debugging), but these ideas are quite interesting. I had started working  on #2 as an Accidental State condition, but it was a false start. For the Popeye/spinach can, though, you can use Gestalt/Amalgam.

3) Has been on my to-do list for years (well before FFvsTTR, AFAIK):
Fan favorite
(Inspired by an original idea by BlueBeard)
Random chance of having your biggest fan follow you during a mission.
You then get one more hero point, but if fan is k-o.ed, your team lose two hero points.
You can give autographs to the fan to send him or her away temporarily.


4) Personally, I won't tackle this for now, as the FFX Control Centre tends to get a bit fragile with too many slots, and as the way it manages Summoner is a bit weird. You could do the change yourself, though, as it should be quite easy (hint: cf def updatesummoner(event) in ffx.py and FFX_SUMMONER_CUSTOM in ffxdefault.py and fffxcustom.py – back up first).

5) Another one where I'd incite you to have a go at it yourself (the FFX team needs fresh blood, folks!) The simplest way would probably to create a new target type function (or edit the existing one) for the existing Vulnerability attribute, based on the existing isAlienMineral() in ffx.py:
def isAmongTheseAlienMinerals(obj,char=''):
    if not Object_Exists(obj):
        return 0
    return Object_GetTemplate(obj) in ('alien_mineral', 'alien_mineral1', 'alien_mineral2', 'alien_mineral3', 'legalese') or FFX_ObjectGetAttr(obj,'mineralised')
and add 'isAmongTheseAlienMinerals' in ffxdefault.py's FFX_TRIGGERS.

For modders, you can also set objects in your mission script as alien mineras by adding
FFX_ObjectGetAttr('name_of_my_object', 'mineralised') to mission.py.


Title: Re: FFX Requests
Post by: catwhowalksbyhimself on August 31, 2008, 10:40:44 AM
QuoteAnother one where I'd incite you to have a go at it yourself (the FFX team needs fresh blood, folks!)

On that note, anyone who does tackle something like this usable in FFX will be given immediate access to the sooper-sekrit FFX Yahoo Group.  Okay, it's actually not secret at all, but you do need me to let you in.
Title: Re: FFX Requests
Post by: yell0w_lantern on August 31, 2008, 01:25:43 PM
Quote from: Epimethee on August 31, 2008, 10:06:56 AM

5) Another one where I'd incite you to have a go at it yourself (the FFX team needs fresh blood, folks!) The simplest way would probably to create a new target type function (or edit the existing one) for the existing Vulnerability attribute, based on the existing isAlienMineral() in ffx.py:
def isAmongTheseAlienMinerals(obj,char=''):
    if not Object_Exists(obj):
        return 0
    return Object_GetTemplate(obj) in ('alien_mineral', 'alien_mineral1', 'alien_mineral2', 'alien_mineral3', 'legalese') or FFX_ObjectGetAttr(obj,'mineralised')
and add 'isAmongTheseAlienMinerals' in ffxdefault.py's FFX_TRIGGERS.

For modders, you can also set objects in your mission script as alien mineras by adding
FFX_ObjectGetAttr('name_of_my_object', 'mineralised') to mission.py.



I'm not sure I follow you. How would adding types of minerals/kryptonite allow me to set 2 vulnerabilities like magic and kryptonite on the same character?
Title: Re: FFX Requests
Post by: Epimethee on August 31, 2008, 02:13:35 PM
Quote from: yell0w_lantern on August 31, 2008, 01:25:43 PM
I'm not sure I follow you. How would adding types of minerals/kryptonite allow me to set 2 vulnerabilities like magic and kryptonite on the same character?
('alien_mineral', 'alien_mineral1', 'alien_mineral2', 'alien_mineral3', 'legalese'): This is any object template. But now I understand better what you want, I hope:
def isAlienMineralOrMagic(obj,char=''):
    return isAlienMineral(obj,char) or isMagic(obj,char)


Note that isMagic() refers to the hard-coded magicBeings list in ffxextras.py.
Title: Re: FFX Requests
Post by: Trelau on September 05, 2008, 12:39:49 PM
An other request came to my mind while reading the FFX manual:
"UsePower: -uses the power speicfied by the Power parameter on the target. This is used for blasts such as MEGABLAST, obviously, but could also be used with an infinite range sprint power, for example."

since you've already added a zero-cost teleport, a zero cost sprint,...why not add an infinite-range sprint in the base list of special power?
like, i had no idea it could be done, and know that i know it can, i don't know how to do it.
so if there could be a "infinite range sprint" attack next to the "zero cost sprint" in futur ffx update that would be great.

(and if someone can explain me how to custom one for the moment...)
Title: Re: FFX Requests
Post by: Epimethee on November 26, 2008, 08:23:23 PM
Trelau: sorry for not getting back to you. Curious; as far as I can tell, infinite sprint should be available. Maybe it's because the power (it's available in FFEdit under powers: ffx_sprint) is set to the the "area" animation?

IPS: Thanks for keeping it alive, actually. As for the Solar Powered, I would probably tend to create a specific attribute rather than to try to hack it together as suggested. Would need to look at the code (got to sleep for now). Is this for a mod?
Title: Re: FFX Requests
Post by: Mystik on November 26, 2008, 09:21:45 PM
I was wondering if it possible to set up a state swap that only worked on a char if it had the vulnerability   attribute . e.g  a energy beam with high stun that acts normally when it hits a char without the attribute, but if it hits  a char with the vulnerability attribute, the char feels the effect of its weakness
Title: Re: FFX Requests
Post by: Epimethee on November 27, 2008, 05:54:57 PM
IPS: Understood. Adding it to my eventual to-do list.

Mystik: Nice idea! There would be a limitation, however, as power swaps can't be customized – anybody with the Vulnerable attribute would be affected equally, whether the attribute was set to Kryptonite or garlic.

> a energy beam with high stun that acts normally when it hits a char without the attribute
The stun would still be removed, though, both because the way power swaps are coded (IIRC) and for consistency with the existing behaviour.