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Post by Kamuna on Apr 25, 2014 14:16:58 GMT
Ah, I'll add a custom stamina regen setting then, since the True Ancestor has it, and while it is set to 0 it won't auto cap at all.
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Veemon
Junior Member
Posts: 56
Byond key: VictoryVeemon
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Post by Veemon on May 22, 2014 4:24:04 GMT
Thank you. Quick, two things I just thought of. First, Aqua and I were discussing how the text chat functions were all spread out (like range(); hearers(); and view() so I thought, "Why not make the set_customsay/shout/emote/whisper into an all inclusive function, more akin to create_weapon, with it being more like, 'set_customsay(name,headicon,range,hearers,view)" Yeah, consider it. And second, is it possible to make custom weapons with smoke bomb effects, and how would you do something like that? =o
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Post by Kamuna on May 22, 2014 12:34:33 GMT
Well, custom say and all of that is barebones for the point of full customization. Like for a Zombie mode, you would want a preset of zombie groans chosen at random to be "said" when someone uses say. And yes, that's possible, you'd have to check the weapon in the afterclickcode (And if it is an attack, check the range between the two objects, which I believe the target is called target, and/or HP difference in clickcode vs afterclickcode), and execute the creation of smoke accordingly, as well as a cooldown to prevent spam (Not necessary if you chose the HP route or have a use limit). The smoke object is: /obj/smokearea
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Veemon
Junior Member
Posts: 56
Byond key: VictoryVeemon
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Post by Veemon on Jun 19, 2014 3:02:12 GMT
Hey Kam. Heard you were taking a break right now or something, so you enjoy that. But if you're looking for more things to add, here's one:
set_overlay(obj,icon) would be a nice function to have, for setting overlays directly without a workaround. addoverlay doesn't seem to be for the same type of thing, so.
SO YEAH. Go enjoy yourself now that 1.00 has released. :>
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Post by Kamuna on Jun 19, 2014 15:22:01 GMT
addoverlay is for non-custom overlays. Overlays built into the game. addcustomoverlay has been added in version 1.03
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Post by sailordave on Jul 7, 2014 0:49:39 GMT
Could we get something like byond's animate() proc? It would be useful for some of the more tricky effects.
Edit: and/or some sort of lerp function would work too.
Edit2: I've been trying to use the pick() function to choose a random object from a list, but it doesn't seem to work right. It still just returns a list.
Edit3: A flick function would be nice too, unless there's some tricky way I can do that already.
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Post by sailordave on Jul 11, 2014 17:30:04 GMT
It would be nice to have a check_role function for some of the trickier things I'm working on.
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