Mimicking status changes

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Spottswoode
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Mimicking status changes

#1

Post by Spottswoode » Mon Jun 11, 2012 4:40 am

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.
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mytis
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RE: Mimicking status changes

#2

Post by mytis » Mon Jun 11, 2012 5:08 am

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.

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Ivan
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RE: Mimicking status changes

#3

Post by Ivan » Mon Jun 11, 2012 10:44 am

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.
1-) Pain state check, give item to monster. Check availability of this item in spawn/see/missile and make hastened versions of those states.
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 ===

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RE: Mimicking status changes

#4

Post by Ijon Tichy » Tue Jun 12, 2012 4:38 am

Ivan wrote: 2-) Give monster items that calls A_Explode ?
inb4DamageThing

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Ivan
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RE: Mimicking status changes

#5

Post by Ivan » Tue Jun 12, 2012 9:32 am

Ijon Tichy wrote:
Ivan wrote: 2-) Give monster items that calls A_Explode ?
inb4DamageThing
Did he say poison ? Oh I meant on fire ! (No I lied)
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 ===

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Spottswoode
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RE: Mimicking status changes

#6

Post by Spottswoode » Tue Jun 12, 2012 1:08 pm

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.
Dirge
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The bird of Hermes is my name, eating my wings to make me tame.

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