MantisBT - Zandronum |
View Issue Details |
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ID | Project | Category | View Status | Date Submitted | Last Update |
0002137 | Zandronum | [All Projects] Suggestion | public | 2015-03-26 07:45 | 2018-09-30 22:12 |
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Reporter | Dark-Assassin | |
Assigned To | Dusk | |
Priority | none | Severity | feature | Reproducibility | N/A |
Status | closed | Resolution | fixed | |
Platform | | OS | | OS Version | |
Product Version | | |
Target Version | 3.0 | Fixed in Version | 3.0 | |
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Summary | 0002137: Rune System Change |
Description | At the moment, the rune system strictly uses native inventory actors.
If this were to change, it could open the system up quite a lot.
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Steps To Reproduce | Remove the actor Rune and all child actors.
Change Rune.Type from RuneGiver to actually use Inventory/Powerup actors rather than referencing the native Rune actors.
Set the default undefined duration to as infinite as possible.
However, allow any duration for timed runes.
Add Rune.Slot 0-255, for the possibility of multiple runes.
Picking up other Runes using the same slot will cancel out any other in that slot.
This isn't necessarily needed. |
Additional Information | |
Tags | No tags attached. |
Relationships | parent of | 0000557 | closed | Dusk | Make powerup versions of spread and reflection runes |
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Attached Files | |
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Issue History |
Date Modified | Username | Field | Change |
2015-03-26 07:45 | Dark-Assassin | New Issue | |
2015-03-26 11:42 | arkore | Note Added: 0011898 | |
2015-03-27 11:05 | Dusk | Relationship added | related to 0000557 |
2015-03-27 11:06 | Dusk | Note Added: 0011899 | |
2015-03-27 11:06 | Dusk | Assigned To | => Dusk |
2015-03-27 11:06 | Dusk | Status | new => acknowledged |
2015-03-27 11:06 | Dusk | Relationship replaced | parent of 0000557 |
2015-03-27 11:08 | Dusk | Target Version | => 2.1 |
2015-04-25 21:04 | Dusk | Target Version | 2.1 => 3.0 |
2015-05-09 22:31 | Dusk | Note Added: 0012222 | |
2015-05-09 22:31 | Dusk | Status | acknowledged => needs review |
2015-05-10 07:16 | Dark-Assassin | Note Added: 0012226 | |
2015-08-18 21:09 | cobalt | Status | needs review => needs testing |
2015-08-18 21:09 | cobalt | Description Updated | bug_revision_view_page.php?rev_id=7920#r7920 |
2015-08-18 21:09 | cobalt | Steps to Reproduce Updated | bug_revision_view_page.php?rev_id=7922#r7922 |
2015-08-18 21:09 | cobalt | Note Added: 0013233 | |
2015-08-18 22:42 | Ivan | Note Added: 0013234 | |
2015-12-25 21:47 | Ru5tK1ng | Note Added: 0014022 | |
2016-01-31 23:31 | Ru5tK1ng | Status | needs testing => resolved |
2016-01-31 23:31 | Ru5tK1ng | Resolution | open => fixed |
2016-01-31 23:31 | Ru5tK1ng | Fixed in Version | => 3.0 |
2016-01-31 23:31 | Ru5tK1ng | Description Updated | bug_revision_view_page.php?rev_id=8615#r8615 |
2016-01-31 23:31 | Ru5tK1ng | Steps to Reproduce Updated | bug_revision_view_page.php?rev_id=8616#r8616 |
2018-09-30 22:12 | Blzut3 | Status | resolved => closed |
Notes |
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(0011898)
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arkore
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2015-03-26 11:42
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I support this. I also think this will resolve the quirkiness of the runes when switching from one map to another in a hub. |
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(0011899)
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Dusk
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2015-03-27 11:06
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Rune.Slot is a definite No, that is too specific for the engine IMO. I agree with the feature otherwise though and I'm interested in implementing it in the future. |
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(0012222)
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Dusk
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2015-05-09 22:31
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Cool. I'll give it a run either late Monday or early Tuesday. |
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(0013233)
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cobalt
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2015-08-18 21:09
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Issue addressed by commit 2023c02646a0: Generalized the rune system (addresses 2137): - Runes are all now actually powerups. - RuneGiver is now a PowerupGiver derivative with some special code to handle runes. - Rune.Type is now effectively an alias of Powerup.Type. This means that spread, prosperity and reflection may now be used as powerups too, and any powerup can be turned into a rune.
Committed by Teemu Piippo [Dusk] on Tuesday 18 August 2015 20:28:38
Changes in files:
docs/zandronum-history.txt | 1 +
src/actor.h | 3 +
src/cl_main.cpp | 11 +-
src/g_doom/doom_sbar.cpp | 4 +-
src/g_shared/a_artifacts.cpp | 605 ++++++++++----------------------------------------------------------------------------------------
src/g_shared/a_artifacts.h | 121 +++----------------
src/p_mobj.cpp | 4 +-
src/sv_commands.cpp | 6 +-
src/sv_main.cpp | 18 +-
src/thingdef/thingdef_properties.cpp | 5 +-
wadsrc/static/actors/shared/inventory.txt | 25 ++++
wadsrc/static/decorate.txt | 1 -
wadsrc_st/static/actors/skulltagrunes.txt | 50 +++-----
wadsrc_st/static/decorate.txt | 1 +
wadsrc_st/static/sprites/drara0.png | 0
wadsrc_st/static/sprites/drarb0.png | 0
wadsrc_st/static/sprites/drarc0.png | 0
wadsrc_st/static/sprites/drard0.png | 0
wadsrc_st/static/sprites/hasra0.png | 0
wadsrc_st/static/sprites/hasrb0.png | 0
wadsrc_st/static/sprites/hasrc0.png | 0
wadsrc_st/static/sprites/hasrd0.png | 0
wadsrc_st/static/sprites/hijra0.png | 0
wadsrc_st/static/sprites/hijrb0.png | 0
wadsrc_st/static/sprites/hijrc0.png | 0
wadsrc_st/static/sprites/hijrd0.png | 0
wadsrc_st/static/sprites/prsra0.png | 0
wadsrc_st/static/sprites/prsrb0.png | 0
wadsrc_st/static/sprites/prsrc0.png | 0
wadsrc_st/static/sprites/prsrd0.png | 0
wadsrc_st/static/sprites/prsre0.png | 0
wadsrc_st/static/sprites/ragra0.png | 0
wadsrc_st/static/sprites/ragrb0.png | 0
wadsrc_st/static/sprites/ragrc0.png | 0
wadsrc_st/static/sprites/ragrd0.png | 0
wadsrc_st/static/sprites/ragre0.png | 0
wadsrc_st/static/sprites/ragrf0.png | 0
wadsrc_st/static/sprites/ragrg0.png | 0
wadsrc_st/static/sprites/ragrh0.png | 0
wadsrc_st/static/sprites/refra0.png | 0
wadsrc_st/static/sprites/refrb0.png | 0
wadsrc_st/static/sprites/regra0.png | 0
wadsrc_st/static/sprites/regrb0.png | 0
wadsrc_st/static/sprites/resra0.png | 0
wadsrc_st/static/sprites/resrb0.png | 0
wadsrc_st/static/sprites/resrc0.png | 0
wadsrc_st/static/sprites/resrd0.png | 0
wadsrc_st/static/sprites/resre0.png | 0
wadsrc_st/static/sprites/resrf0.png | 0
wadsrc_st/static/sprites/resrg0.png | 0
wadsrc_st/static/sprites/resrh0.png | 0
wadsrc_st/static/sprites/sprra0.png | 0
wadsrc_st/static/sprites/sprrb0.png | 0
wadsrc_st/static/sprites/sprrc0.png | 0
wadsrc_st/static/sprites/sprrd0.png | 0
wadsrc_st/static/sprites/strra0.png | 0
wadsrc_st/static/sprites/strrb0.png | 0
wadsrc_st/static/sprites/strrc0.png | 0
wadsrc_st/static/sprites/strrd0.png | 0
wadsrc_st/static/sprites/strre0.png | 0
60 files changed, 170 insertions(+), 685 deletions(-)
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(0013234)
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Ivan
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2015-08-18 22:42
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I suppose this only covers the system and not certain runes specifically, right? Because, the reflection rune remains impossible to utilize properly. (Can't tweak values, can't tell who the owner is sometimes (I recall that being a problem, or something along those lines)) So, what about exposing the workings of that specific rune? |
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I was able to create power up versions of Spread, Reflection and Prosperity. I also made every power up into a rune except for Minotaur (doesn't really make sense as one) and Morph (looks to be broken).
@Ivan
This ticket primarily deals with how each rune and power ups are utilized and not necessarily their behavior. I'm guessing the reflection rune specifics might be better served in a separate ticket. |
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