Poison Damage?
- Lord_of_D:
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Poison Damage?
would somebody be so kind to explain me how exactly works the poisonus damage? i was trying to make a projectile with "PoisonDamage", but zandronum always gives me error when i lanch the wad D:
RE: Poison Damage?
The example DECORATE code would be handy.
Well, ZDoom wiki should help you.
Well, ZDoom wiki should help you.
Last edited by Klofkac on Tue Aug 20, 2013 8:12 pm, edited 1 time in total.
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The Endertainer
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RE: Poison Damage?
Depends on how you use it. If its for a projectile actor, you just put it in like so:
If your trying to execute it through bullets (i have seen that done before), i dont know how exactly...... Also im not sure if poison damage affects monsters, if thats how your gonna use it. If all else fails, mayby set the damagetype to poison?
Code: Select all
Actor ####
{
Projectile
PoisonDamage ## //How much damage you want done over time
The rest of your actor here......
}
Last edited by The Endertainer on Tue Aug 20, 2013 8:18 pm, edited 1 time in total.
RE: Poison Damage?
Poison damage doesn't affect monsters (only the initial impact damage from the projectile itself).
You'd have to give the monsters a custom Pain state.
You'd have to give the monsters a custom Pain state.
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- Lord_of_D:
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RE: Poison Damage?
its for a monster projectile, and heres the code of the projectile:
it actually does no damage at all, just hits its target and nothing
Code: Select all
Actor HeraldArrow3
{
Radius 8
Height 6
Speed 45
DamageType "Hero"
PoisonDamage "15, 10, 2"
Projectile
+NoGravity
+RANDOMIZE
RenderStyle Add
SeeSound "baron/attack"
DeathSound "baron/shotx"
States
{
Spawn:
ARBO EF 4 Bright
Loop
Death:
ARBO GHI 6 Bright
Stop
}
}
Last edited by Lord_of_D: on Wed Aug 21, 2013 2:14 am, edited 1 time in total.
- CloudFlash
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RE: Poison Damage?
Well, you didn't put 'Damage X' in there, so it does no damage. Duh.
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- Lord_of_D:
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RE: Poison Damage?
the problem is what if i even put damage to it, the projectile wont give the poison effect, and if i give the other values to PoisonDamage, it gives me an error D:CloudFlash wrote: Well, you didn't put 'Damage X' in there, so it does no damage. Duh.
- CloudFlash
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RE: Poison Damage?
Maybe it does the poison effect but monsters dont trigger their pain state? idk much about decorate tbh
https://i.imgflip.com/i5tpe.jpg
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- Lord_of_D:
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RE: Poison Damage?
is there another way of giving a poisonus effect?CloudFlash wrote: Maybe it does the poison effect but monsters dont trigger their pain state? idk much about decorate tbh
- CloudFlash
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RE: Poison Damage?
Something like
Code is bad. But you should know what it means
Code: Select all
Actor HeraldArrow3
{
Radius 8
Height 6
Speed 45
Projectile
+NoGravity
+RANDOMIZE
RenderStyle Add
SeeSound "baron/attack"
DeathSound "baron/shotx"
States
{
Spawn:
ARBO EF 4 Bright
Loop
Death:
ARBO GHI 6 Bright A_GiveToTarget("Poison", 15)
Stop
}
}
Actor Poison : Inventory
{
States
{
Spawn:
TNT1 A 0
Loop
}
}
ACTOR monster : monster is some monster.
States
{
Spawn:
See:
BOSS AABBCCDD 3 A_Chase
BOSS A 0 A_JumpIfInventory("poison",1,"getpoisoned")
Loop
Pain:
BOSS H 2
BOSS H 2 A_Pain
Goto See
getpoisoned:
BOSS H 0 A_TakeInventory("Health", 5)
goto Pain
}
}
https://i.imgflip.com/i5tpe.jpg
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RE: Poison Damage?
yeah, i think to understand it, i'll give it a try. if someone else can give another example, that would be great
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The Endertainer
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RE: Poison Damage?
Actually that would just do 5 extra damage to the monster, not to mention he needs to finish his "see" state in order for the damage to take effect. Now im not an expert on monsters, but i wiped something up real quick (Not tested btw):CloudFlash wrote:Code: Select all
Actor HeraldArrow3 { Radius 8 Height 6 Speed 45 Projectile +NoGravity +RANDOMIZE RenderStyle Add SeeSound "baron/attack" DeathSound "baron/shotx" States { Spawn: ARBO EF 4 Bright Loop Death: ARBO GHI 6 Bright Stop } } Actor Poison : Inventory { States { Spawn: TNT1 A 0 Loop } } ACTOR monster : monster is some monster. States { Spawn: See: BOSS AABBCCDD 3 A_Chase BOSS A 0 A_JumpIfInventory("poison",1,"getpoisoned") Loop Pain: BOSS H 2 BOSS H 2 A_Pain Goto See getpoisoned: BOSS H 0 A_TakeInventory("Health", 5) goto Pain } }
Code: Select all
Actor HeraldArrow3
{
Damage ##
Radius 8
Height 6
Speed 45
Projectile
+NoGravity
+RANDOMIZE
RenderStyle Add
SeeSound "baron/attack"
DeathSound "baron/shotx"
DamageType "Poison"
States
{
Spawn:
ARBO EF 4 Bright
Loop
Death:
ARBO GHI 6 Bright A_GiveToTarget("Poison", 15)
Stop
}
}
ACTOR monster
{
Stuff about your monster........
Painchance "poison" 255
States
{
Spawn:
See:
BOSS AABBCCDD 3 A_Chase
Loop
Pain:
BOSS H 2
BOSS H 2 A_Pain
Goto See
Pain.Poison:
TNT1 A 0 A_GiveInventory("PoisonDamage", 1)//Make this a "powerup" that takes health over time
BOSS H 2
BOSS H 2 A_Pain
Goto See
}
}
- Lord_of_D:
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RE: Poison Damage?
this is not a projectile for a weapon, this is a projectile what a monster shoots, so i dont really care about poisoning monsters, what i actually care is about poisoning players D:
- CloudFlash
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RE: Poison Damage?
So just copy the parts from monster which contain anything about poisons and put them on player classes in the same states. Seriously, thinking doesn't hurt that much ._.
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*Hey, who wants to hear my solution to the modern world's problems? ^Me! %Me! @Me! #Me! *WELL TOO BAD @Did he just stab himself with this butcher knife? %Looks like it ^Hey, the pizza guy arrived! %Pizza! Yey
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RE: Poison Damage?
Laziest way without any thinking is inheriting from http://www.zdoom.org/wiki/Classes:CStaffMissile .Well this should make the projectile poison any player hit with it.
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