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Mimicking status changes

Posted: Mon Jun 11, 2012 4:40 am
by Spottswoode
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.

RE: Mimicking status changes

Posted: Mon Jun 11, 2012 5:08 am
by mytis
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

Posted: Mon Jun 11, 2012 10:44 am
by Ivan
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 ?

RE: Mimicking status changes

Posted: Tue Jun 12, 2012 4:38 am
by Ijon Tichy
Ivan wrote: 2-) Give monster items that calls A_Explode ?
inb4DamageThing

RE: Mimicking status changes

Posted: Tue Jun 12, 2012 9:32 am
by Ivan
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)

RE: Mimicking status changes

Posted: Tue Jun 12, 2012 1:08 pm
by Spottswoode
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.