Okay lately I've been tinkering with monster code and I've been looking at some ways to mimic status effects from RPGS.
In particular:
Blindness- Monster is struck totally blind. I figure the easiest way to go about this is to set it at a painstate and send the monster into a custom look state with LookEx. I want the monster to turn blind, not spawn blind.
Fog- Monster looses players in cloud. Best I can figure is that the cloud gives the players a partial invisibility item every tic they are in the cloud, but I want the cloud to misdirect the monsters in it. I'm not exactly sure how to do that.
Slow/Haste- Monster is hit by an attack and slows/increases its walk/attack speed. I have no idea how to go about this. But it would greatly improve flexibility of my damage types.
Poisoned- pretty self explanatory. I want it to do damage over time to monsters. I'm aware that the current zdoom has poison damage to monsters (and damage type for poison) but I'm looking for a roundabout way for Zandronum.
Mimicking status changes
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RE: Mimicking status changes
Thanks for sharing this. I too have been thinking about these things for an upcoming project of mine, and while I still haven't gotten around to trying things yet. If you discover any neat tricks I for one would be eager to hear about them.
RE: Mimicking status changes
1-) Pain state check, give item to monster. Check availability of this item in spawn/see/missile and make hastened versions of those states.Spottswoode wrote: Slow/Haste- Monster is hit by an attack and slows/increases its walk/attack speed. I have no idea how to go about this. But it would greatly improve flexibility of my damage types.
Poisoned- pretty self explanatory. I want it to do damage over time to monsters. I'm aware that the current zdoom has poison damage to monsters (and damage type for poison) but I'm looking for a roundabout way for Zandronum.
2-) Give monster items that calls A_Explode ?
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===
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RE: Mimicking status changes
inb4DamageThingIvan wrote: 2-) Give monster items that calls A_Explode ?
RE: Mimicking status changes
Did he say poison ? Oh I meant on fire ! (No I lied)Ijon Tichy wrote:inb4DamageThingIvan wrote: 2-) Give monster items that calls A_Explode ?
Last edited by Ivan on Tue Jun 12, 2012 9:32 am, edited 1 time in total.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===
- Spottswoode
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RE: Mimicking status changes
Both accomplish the same thing. Monster items do seem to be the way to go. A_explode may be better for damage types (assuming I can code it correctly) than damagething.
I hadn't thought just to make shorter/longer tics for haste/slow. Now I need to slam my brain against my desk.
I hadn't thought just to make shorter/longer tics for haste/slow. Now I need to slam my brain against my desk.