673f86667ae67

673f86667c0f0
1 Guest is here.
 
673f86667c731
Hi!

I was wondering if it is possible to edit projectile velocities and difficulty parameters via a DML?
I checked the ShockEd basic tutorials and read up on weapon damage modifications and how to create a proplist.txt.
However, let's say I wish to edit the projectile speed (and damage?) for the midwife plasma launcher, I would usually open ShockEd, load a level, open the Object Hierarchy editor, navigate down to Object -> Projectile -> Monster Projectiles -> Midwife Shot and edit the Initial Velocity value there. Nothing in the proplist refers to this projectile, as far as I can see. In a nutshell: How do I "translate" this otherwise cumbersome edit into "DML code"? Am I getting this entire thing fundamentally wrong? Any advice is greatly appreciated, thanks :-)

673f86667c962voodoo47

673f86667c9b8
you need to edit the link on the Midwife and the projectile (Midwife Shot), ideally both in the gamesys and on the already existing midwives as well. see Link "AIProjectile" in proplist.txt.

something like
Code: [Select]
Link "Midwife" "Midwife Shot" "AIProjectile"
{
"Constraint Type" "None"
"Constraint Data" 0
"Targeting Method" "Straight-Line"
"Selection Desire" "Very High"
"Firing Delay" 0.00
"Ammo" 1000
"Burst Count" 0
"Accuracy" "Very High"
"Leads Target" FALSE
"Launch Joint" "Right Fingers"
}
673f86667cd81
Thank you very much for the quick reply, voodoo47!

Embarrassingly, I'm afraid I am still too dense to make the connection. In the proplist.txt I do indeed see

Code: [Select]
Link "AIProjectile"         // type sAIProjectileRel          , flags 0x0010
{
"Constraint Type" : enum    // enums: "None", "# others", "# misses (not implemented)"
"Constraint Data" : int
"Targeting Method" : enum    // enums: "Straight-Line", "Arcing", "Reflecting", "Overhead"
"Selection Desire" : enum    // enums: "Very Low", "Low", "Moderate", "High", "Very High"
"Firing Delay" : float
"Ammo" : int
"Burst Count" : int
"Accuracy" : enum    // enums: "Very Low", "Low", "Moderate", "High", "Very High"
"Leads Target" : bool
"Launch Joint" : enum    // enums: "N/A", "Head", "Neck", "Abdomen", "Butt", "Left Shoulder", "Right Shoulder", "Left Elbow", "Right Elbow", "Left Wrist", "Right Wrist", "Left Fingers", "Right Fingers", "Left Hip", "Right Hip", "Left Knee", "Right Knee", "Left Ankle", "Right Ankle", "Left Toe", "Right Toe", "Tail"
}
and I think now understand how to retrieve the original values you showed (I looked them up one by one in the Object Hierarchy).
However, this would not address the projectile velocity, would it? For that, I suppose, I look onto:
Code: [Select]
ObjProp "PhysInitVel"        // type Vector                    , flags 0x0010 , editor name: "Physics: Projectile: Initial Velocity"
{
"" : vector
}
but I am not sure how to write this within the DML.  :/


Secondly, if I understand this correctly, this would also mean there is no way for a DML edit to address specific difficulty settings, correct?
In the proplist.txt I see a few entries akin to
Code: [Select]
ObjProp "DiffDestroy"        // type tQVarVal                  , flags 0x0011 , editor name: "Difficulty: Destroy"
{
"quest var values" : bitflags    // flags: "0", "1", "2", "3", "4", "5", "6", "7", "8", "9"
}
Not sure what to make of these.

My apologies if this is entirely stupid to bring up...

673f86667ce85voodoo47

673f86667ced2
if it's just the velocity, you need to target the Midwife Shot in your gamesys dml, AND all already existing midwife shots on the maps. the gamesys code:
Code: [Select]
ObjProp "Midwife Shot" "PhysInitVel"
{
"" 50.00, 0.00, 0.00
}

the difficulty prop you mentioned will destroy an object on which it is set if it matches the player selected difficulty, and can be dml assigned with no problems.
673f86667d03c
Woohoo, thank you!! It works :-)
Now, I would need to crawl through each level and get the IDs of all the monkeys, midwifes, robots and turrets I would like to edit. Is there perhaps a better way? Can I see a list of all entities within a  map? F5 only shows templates and F6 only shows the currently selected object's properties.

Thank you again for your patience and the helpful replies!

673f86667d138voodoo47

673f86667d183
my favorite NVscript, NVRemovePropertyTrap should do the trick without having to touch the concretes directly. do you have any experience with NVscript?

Code: [Select]
+ObjProp "Midwife Shot" "Scripts"
{
"Script 0" NVRemovePropertyTrap
}

+ObjProp "Midwife Shot" "ObjList"
{
"" NVRemovePropertyTrapOn="BeginScript"; NVRemovePropertyTrapProp="PhysInitVel"; NVRemovePropertyTrapReAdd=1; NVRemovePropertyTrapCount=1;
}
673f86667d26a
None, I'm afraid. Time to read up on it!

673f86667d2ffvoodoo47

673f86667d349
the dml code I've posted should work, actually.
673f86667d4bd
Yes, yes, it DOES work! Flawlessly! Haha, thank you so much!
I adjusted the whole range of projectile speeds, from player weapons (laser, psi, ...) to turrets, midwives, and so on - VERY nice! I'll see if difficulty settings (player walking speed, etc.) can be addressed via a DML next.

Eventually, I would really like to tackle a mod idea that I have had in my mind for a very long time now.

Thank You!

673f86667d57avoodoo47

673f86667d5c5
sure.

careful when reusing the code snippet for other projectiles though, as they might already have another script in their script slot 0.
673f86667da30
So, I made this very crudely copy/pasted script collection thanks to your instructions:

DML1


Code: [Select]
DML1


// MONSTER CHANGES

//change midwife shot target lead (was "false")
Link "Midwife" "Midwife Shot" "AIProjectile"
{
"Constraint Type" "None"
"Constraint Data" 0
"Targeting Method" "Straight-Line"
"Selection Desire" "Very High"
"Firing Delay" 0.00
"Ammo" 1000
"Burst Count" 0
"Accuracy" "Very High"
"Leads Target" TRUE
"Launch Joint" "Right Fingers"
}


//increase midwife shot (was "50")
ObjProp "Midwife Shot" "PhysInitVel"
{
"" 150.00, 0.00, 0.00
}
+ObjProp "Midwife Shot" "Scripts"
{
"Script 0" NVRemovePropertyTrap
}
+ObjProp "Midwife Shot" "ObjList"
{
"" NVRemovePropertyTrapOn="BeginScript"; NVRemovePropertyTrapProp="PhysInitVel"; NVRemovePropertyTrapReAdd=1; NVRemovePropertyTrapCount=1;
}


//increase Blue Monkey Shot (was "50")
ObjProp "Blue Monkey Shot" "PhysInitVel"
{
"" 80.00, 0.00, 0.00
}
+ObjProp "Blue Monkey Shot" "Scripts"
{
"Script 0" NVRemovePropertyTrap
}
+ObjProp "Blue Monkey Shot" "ObjList"
{
"" NVRemovePropertyTrapOn="BeginScript"; NVRemovePropertyTrapProp="PhysInitVel"; NVRemovePropertyTrapReAdd=1; NVRemovePropertyTrapCount=1;
}


//increase Red Monkey Shot (was "60")
ObjProp "Red Monkey Shot" "PhysInitVel"
{
"" 120.00, 0.00, 0.00
}
+ObjProp "Red Monkey Shot" "Scripts"
{
"Script 0" NVRemovePropertyTrap
}
+ObjProp "Red Monkey Shot" "ObjList"
{
"" NVRemovePropertyTrapOn="BeginScript"; NVRemovePropertyTrapProp="PhysInitVel"; NVRemovePropertyTrapReAdd=1; NVRemovePropertyTrapCount=1;
}


//increase Droid Fusion Shot (was "30")
ObjProp "Droid Fusion Shot" "PhysInitVel"
{
"" 120.00, 0.00, 0.00
}
+ObjProp "Droid Fusion Shot" "Scripts"
{
"Script 0" NVRemovePropertyTrap
}
+ObjProp "Droid Fusion Shot" "ObjList"
{
"" NVRemovePropertyTrapOn="BeginScript"; NVRemovePropertyTrapProp="PhysInitVel"; NVRemovePropertyTrapReAdd=1; NVRemovePropertyTrapCount=1;
}


//increase Droid Laser Shot (was "100")
ObjProp "Droid Laser Shot" "PhysInitVel"
{
"" 300.00, 0.00, 0.00
}
+ObjProp "Droid Laser Shot" "Scripts"
{
"Script 0" NVRemovePropertyTrap
}
+ObjProp "Droid Laser Shot" "ObjList"
{
"" NVRemovePropertyTrapOn="BeginScript"; NVRemovePropertyTrapProp="PhysInitVel"; NVRemovePropertyTrapReAdd=1; NVRemovePropertyTrapCount=1;
}


//increase Droid Spark (was "50")
ObjProp "Droid Spark" "PhysInitVel"
{
"" 100.00, 0.00, 0.00
}
+ObjProp "Droid Spark" "Scripts"
{
"Script 0" NVRemovePropertyTrap
}
+ObjProp "Droid Spark" "ObjList"
{
"" NVRemovePropertyTrapOn="BeginScript"; NVRemovePropertyTrapProp="PhysInitVel"; NVRemovePropertyTrapReAdd=1; NVRemovePropertyTrapCount=1;
}


//increase Turret Laser Bolt (was "200")
ObjProp "Turret Laser Bolt" "PhysInitVel"
{
"" 300.00, 0.00, 0.00
}
+ObjProp "Turret Laser Bolt" "Scripts"
{
"Script 0" NVRemovePropertyTrap
}
+ObjProp "Turret Laser Bolt" "ObjList"
{
"" NVRemovePropertyTrapOn="BeginScript"; NVRemovePropertyTrapProp="PhysInitVel"; NVRemovePropertyTrapReAdd=1; NVRemovePropertyTrapCount=1;
}


//increase Rick Turret Shot (was "200")
ObjProp "Rick Turret Shot" "PhysInitVel"
{
"" 300.00, 0.00, 0.00
}
+ObjProp "Rick Turret Shot" "Scripts"
{
"Script 0" NVRemovePropertyTrap
}
+ObjProp "Rick Turret Shot" "ObjList"
{
"" NVRemovePropertyTrapOn="BeginScript"; NVRemovePropertyTrapProp="PhysInitVel"; NVRemovePropertyTrapReAdd=1; NVRemovePropertyTrapCount=1;
}


//increase Turret Rocket (was "60")
ObjProp "Turret Rocket" "PhysInitVel"
{
"" 90.00, 0.00, 0.00
}
+ObjProp "Turret Rocket" "Scripts"
{
"Script 0" NVRemovePropertyTrap
}
+ObjProp "Turret Rocket" "ObjList"
{
"" NVRemovePropertyTrapOn="BeginScript"; NVRemovePropertyTrapProp="PhysInitVel"; NVRemovePropertyTrapReAdd=1; NVRemovePropertyTrapCount=1;
}


//increase Ninja Shot (was "50")
ObjProp "Ninja Shot" "PhysInitVel"
{
"" 110.00, 0.00, 0.00
}
+ObjProp "Ninja Shot" "Scripts"
{
"Script 0" NVRemovePropertyTrap
}
+ObjProp "Ninja Shot" "ObjList"
{
"" NVRemovePropertyTrapOn="BeginScript"; NVRemovePropertyTrapProp="PhysInitVel"; NVRemovePropertyTrapReAdd=1; NVRemovePropertyTrapCount=1;
}



// PLAYER WEAPONS


//increase Cryokinetic Projectile (was "50")
ObjProp "Cryokinetic Projectile" "PhysInitVel"
{
"" 90.00, 0.00, 0.00
}
+ObjProp "Cryokinetic Projectile" "Scripts"
{
"Script 0" NVRemovePropertyTrap
}
+ObjProp "Cryokinetic Projectile" "ObjList"
{
"" NVRemovePropertyTrapOn="BeginScript"; NVRemovePropertyTrapProp="PhysInitVel"; NVRemovePropertyTrapReAdd=1; NVRemovePropertyTrapCount=1;
}


//increase Pyrokinetic Projectile (was "50")
ObjProp "Pyrokinetic Projectile" "PhysInitVel"
{
"" 150.00, 0.00, 0.00
}
+ObjProp "Pyrokinetic Projectile" "Scripts"
{
"Script 0" NVRemovePropertyTrap
}
+ObjProp "Pyrokinetic Projectile" "ObjList"
{
"" NVRemovePropertyTrapOn="BeginScript"; NVRemovePropertyTrapProp="PhysInitVel"; NVRemovePropertyTrapReAdd=1; NVRemovePropertyTrapCount=1;
}


//increase Fusion Shot (was "60")
ObjProp "Fusion Shot" "PhysInitVel"
{
"" 120.00, 0.00, 0.00
}
+ObjProp "Fusion Shot" "Scripts"
{
"Script 0" NVRemovePropertyTrap
}
+ObjProp "Fusion Shot" "ObjList"
{
"" NVRemovePropertyTrapOn="BeginScript"; NVRemovePropertyTrapProp="PhysInitVel"; NVRemovePropertyTrapReAdd=1; NVRemovePropertyTrapCount=1;
}


//increase EMP Shot (was "70")
ObjProp "EMP Shot" "PhysInitVel"
{
"" 200.00, 0.00, 0.00
}
+ObjProp "EMP Shot" "Scripts"
{
"Script 0" NVRemovePropertyTrap
}
+ObjProp "EMP Shot" "ObjList"
{
"" NVRemovePropertyTrapOn="BeginScript"; NVRemovePropertyTrapProp="PhysInitVel"; NVRemovePropertyTrapReAdd=1; NVRemovePropertyTrapCount=1;
}


//increase Stasis Shot (was "70")
ObjProp "Statis Shot" "PhysInitVel"
{
"" 80.00, 0.00, 0.00
}
+ObjProp "Statis Shot" "Scripts"
{
"Script 0" NVRemovePropertyTrap
}
+ObjProp "Statis Shot" "ObjList"
{
"" NVRemovePropertyTrapOn="BeginScript"; NVRemovePropertyTrapProp="PhysInitVel"; NVRemovePropertyTrapReAdd=1; NVRemovePropertyTrapCount=1;
}


//increase Big Stasis Shot (was "70")
ObjProp "Big Statis Shot" "PhysInitVel"
{
"" 80.00, 0.00, 0.00
}
+ObjProp "Big Statis Shot" "Scripts"
{
"Script 0" NVRemovePropertyTrap
}
+ObjProp "Big Statis Shot" "ObjList"
{
"" NVRemovePropertyTrapOn="BeginScript"; NVRemovePropertyTrapProp="PhysInitVel"; NVRemovePropertyTrapReAdd=1; NVRemovePropertyTrapCount=1;
}


//increase Laser Shot (was "100")
ObjProp "Laser Shot" "PhysInitVel"
{
"" 300.00, 0.00, 0.00
}
+ObjProp "Laser Shot" "Scripts"
{
"Script 0" NVRemovePropertyTrap
}
+ObjProp "Laser Shot" "ObjList"
{
"" NVRemovePropertyTrapOn="BeginScript"; NVRemovePropertyTrapProp="PhysInitVel"; NVRemovePropertyTrapReAdd=1; NVRemovePropertyTrapCount=1;
}


//increase Big Laser Shot (was "100")
ObjProp "Big Laser Shot" "PhysInitVel"
{
"" 300.00, 0.00, 0.00
}
+ObjProp "Big Laser Shot" "Scripts"
{
"Script 0" NVRemovePropertyTrap
}
+ObjProp "Big Laser Shot" "ObjList"
{
"" NVRemovePropertyTrapOn="BeginScript"; NVRemovePropertyTrapProp="PhysInitVel"; NVRemovePropertyTrapReAdd=1; NVRemovePropertyTrapCount=1;
}

I (think I) tested all edited projectiles and there were no discernible bugs or errors. I am going to see what else is possible with NVscript and try to adjust some of the difficulty parameters, too. Eventually perhaps somehow disable automatic player spawning (for multiplayer; any surviving player would have to activate a nearby Quantum Bio-Reconstruction Machine to trigger respawning a single time).

673f86667db2cvoodoo47

673f86667db84
the combination of dmls and NVscript is very powerful, and very complex mods are possible to create just by writing text files.

the MP stuff is hardcoded though, most likely.
673f86667de10
Aaaand it's me again with yet another naive question (presumably):

I am trying to adjust the player walking speed via a .dml script. Now, I saw that it is possible to tweak TRAITS via
Code: [Select]
TagBlock "TRAITPARAM" yet I am not clear on how to find these descriptors. Example: In the "GameSys Variables" UI in ShockED the changes I would like to make are listed under the category "GAME PARAMETERS":



How can I find the DML "description" to edit Speed 1 - Speed 8?

I tried, very primitively, something along the lines of

Code: [Select]
TagBlock "GAMEPARAMS"
{
"Speed1" 0.1
"Speed2" 0.1
"Speed3" 0.1
"Speed4" 0.1
"Speed5" 0.1
"Speed6" 0.1
"Speed7" 0.1
"Speed8" 0.1
}

but, unsurprisingly, to no avail. I also tried "GAMEPARAMETERS" and "Speed 1", etc.
The proplist.txt does not seem to hold the required information either. What am I missing here?

Thank you!

673f86667f8e2voodoo47

673f86667f947
Quote by taglist_vals:
MISSION:
--------

// Map Params
TagBlock "MAPPARAM"
{
   "Rotate Hack?" FALSE
}

// Mission Default EAX Value
TagBlock "MissionEAX"
{
   "EAX Reverb Code" Generic
   "Dampening Factor" 0
   "Height Override" 0
}

// Song Parameters
TagBlock "SONGPARAMS"
{
   "Song Name"
}

// NewSky:Celestial1
TagBlock "CELOBJVAR1"
{
   "Enable Celestial object" FALSE
   "Enable Fog" FALSE
   "Is Alpha Texture" FALSE
   "Texture"
   "Alpha" 0.00
   "Celestial Offset" 0.00
   "Angular Size" 0.00
   "Latitude" 0.00
   "Longitude" 0.00
   "Rotation" 0.00
   "Color" 0.00, 0.00, 0.00
}

// NewSky:Celestial2
TagBlock "CELOBJVAR2"
{
   "Enable Celestial object" FALSE
   "Enable Fog" FALSE
   "Is Alpha Texture" FALSE
   "Texture"
   "Alpha" 0.00
   "Celestial Offset" 0.00
   "Angular Size" 0.00
   "Latitude" 0.00
   "Longitude" 0.00
   "Rotation" 0.00
   "Color" 0.00, 0.00, 0.00
}

// NewSky:Celestial3
TagBlock "CELOBJVAR3"
{
   "Enable Celestial object" FALSE
   "Enable Fog" FALSE
   "Is Alpha Texture" FALSE
   "Texture"
   "Alpha" 0.00
   "Celestial Offset" 0.00
   "Angular Size" 0.00
   "Latitude" 0.00
   "Longitude" 0.00
   "Rotation" 0.00
   "Color" 0.00, 0.00, 0.00
}

// NewSky:CloudDeck
TagBlock "CLOUDOBJVAR"
{
   "Enable Cloud Deck" FALSE
   "Enable Fog" FALSE
   "Alpha Texture" FALSE
   "Texture"
   "Alpha" 0.00
   "Height" 0.00
   "Tile size" 0.00
   "Tiles per side" 0
   "# subtiles" 0
   "Wind velocity" 0.00, 0.00, 0.00
   "Overall color" 0.00, 0.00, 0.00
   "East color" 0.00, 0.00, 0.00
   "East color method" Sum
   "East scale" 0.00
   "West color" 0.00, 0.00, 0.00
   "West color method" Sum
   "West scale" 0.00
   "East/West rotation" 0.00
   "Subtile alpha start" 0
   "Glow color" 0.00, 0.00, 0.00
   "Glow color method" Sum
   "Glow scale" 0.00
   "Glow latitude" 0.00
   "Glow longitude" 0.00
   "Glow angle" 0.00
   "Glow tiles" 0
}

// NewSky:DistantArt
TagBlock "DISTOBJVAR"
{
   "Enable Distant Art" FALSE
   "Enable Fog" FALSE
   "Texture #1"
   "Texture #2"
   "Color" 0.00, 0.00, 0.00
   "Distance" 0.00
   "Top Latitutde" 0.00
   "Bottom Latitutde" 0.00
   "# of panels" 0
   "# of panels/texture" 0
   "Alpha" 0.00
}

// Water Colors
TagBlock "WATERBANKS"
{
   "color 0 Color" 50, 80, 100
   "color 0 Alpha" 0.35
   "color 1 Color" 50, 80, 100
   "color 1 Alpha" 0.35
   "color 2 Color" 50, 80, 100
   "color 2 Alpha" 0.35
   "color 3 Color" 50, 80, 100
   "color 3 Alpha" 0.35
}

// Rendering Parameters
TagBlock "RENDPARAMS"
{
   "Palette Res" shockpal
   "Ambient Light" 0.06, 0.06, 0.06
   "Use Sunlight" FALSE
   "Sunlight Mode" Single Unshadowed
   "Sunlight Direction" 0.25, 0.10, -1.00
   "Sunlight Hue (0-1)" 0.00
   "Sunlight Saturation (0-1)" 0.00
   "Sunlight Brightness (0-1023)" 0.00
   "Required View Dist" 0.00
   "Global AI Vis Bias" 0.00
   "Ambient Light Zone 1" 0.00, 0.00, 0.00
   "Amb Zone AI Vis Bias 1" 0.00
   "Ambient Light Zone 2" 0.00, 0.00, 0.00
   "Amb Zone AI Vis Bias 2" 0.00
   "Ambient Light Zone 3" 0.00, 0.00, 0.00
   "Amb Zone AI Vis Bias 3" 0.00
   "Ambient Light Zone 4" 0.00, 0.00, 0.00
   "Amb Zone AI Vis Bias 4" 0.00
   "Ambient Light Zone 5" 0.00, 0.00, 0.00
   "Amb Zone AI Vis Bias 5" 0.00
   "Ambient Light Zone 6" 0.00, 0.00, 0.00
   "Amb Zone AI Vis Bias 6" 0.00
   "Ambient Light Zone 7" 0.00, 0.00, 0.00
   "Amb Zone AI Vis Bias 7" 0.00
   "Ambient Light Zone 8" 0.00, 0.00, 0.00
   "Amb Zone AI Vis Bias 8" 0.00
}

// Environment Maps
TagBlock "ENVMAPVAR"
{
   "Global"
   "Env Zone 1"
   "Env Zone 2"
   "Env Zone 3"
   "Env Zone 4"
   "Env Zone 5"
   "Env Zone 6"
   "Env Zone 7"
   "Env Zone 8"
   "Env Zone 9"
   "Env Zone 10"
   "Env Zone 11"
   "Env Zone 12"
   "Env Zone 13"
   "Env Zone 14"
   "Env Zone 15"
   "Env Zone 16"
   "Env Zone 17"
   "Env Zone 18"
   "Env Zone 19"
   "Env Zone 20"
   "Env Zone 21"
   "Env Zone 22"
   "Env Zone 23"
   "Env Zone 24"
   "Env Zone 25"
   "Env Zone 26"
   "Env Zone 27"
   "Env Zone 28"
   "Env Zone 29"
   "Env Zone 30"
   "Env Zone 31"
   "Env Zone 32"
   "Env Zone 33"
   "Env Zone 34"
   "Env Zone 35"
   "Env Zone 36"
   "Env Zone 37"
   "Env Zone 38"
   "Env Zone 39"
   "Env Zone 40"
   "Env Zone 41"
   "Env Zone 42"
   "Env Zone 43"
   "Env Zone 44"
   "Env Zone 45"
   "Env Zone 46"
   "Env Zone 47"
   "Env Zone 48"
   "Env Zone 49"
   "Env Zone 50"
   "Env Zone 51"
   "Env Zone 52"
   "Env Zone 53"
   "Env Zone 54"
   "Env Zone 55"
   "Env Zone 56"
   "Env Zone 57"
   "Env Zone 58"
   "Env Zone 59"
   "Env Zone 60"
   "Env Zone 61"
   "Env Zone 62"
   "Env Zone 63"
}

// Sky Rendering Mode
TagBlock "SKYMODE"
{
   "" Textures
}

// NewSky:Sky
TagBlock "SKYOBJVAR"
{
   "Enable New Sky" FALSE
   "Enable Fog" FALSE
   "Atmosphere radius" 0.00
   "Earth Radius" 0.00
   "# of latitude points" 0
   "# of longitude points" 0
   "Horizon dip angle" 0.00
   "Pole color" 0.00, 0.00, 0.00
   "45 degree color" 0.00, 0.00, 0.00
   "70 degree color" 0.00, 0.00, 0.00
   "Horizon color" 0.00, 0.00, 0.00
   "Horizon dip color" 0.00, 0.00, 0.00
   "Glow color" 0.00, 0.00, 0.00
   "Glow latitude" 0.00
   "Glow longitude" 0.00
   "Glow angle" 0.00
   "Glow scale" 0.00
   "Glow method" Sum
   "Clip latitude" 0.00
}

// NewSky:Stars
TagBlock "STAROBJVAR"
{
   "Enable Stars" FALSE
   "Enable Fog" FALSE
   "Star Density" 0.00
   "Star Offset" 0.00
   "Max Sky Intensity" 0.00
   "Global Transparency" 0.00
}

// Weather
TagBlock "WEATHERVAR"
{
   "precip type" snow
   "# new drops/sec." 0.00
   "precip fall (ft./sec.)" 0.00
   "visible distance (feet)" 0.00
   "render radius (feet)" 0.00
   "rendering alpha (0-1)" 0.00
   "precip brightness (0-1)" 0.00
   "snow jitter (feet)" 0.00
   "rain length (feet)" 0.00
   "splash frequency (0-1)" 0.00
   "splash radius (feet)" 0.00
   "splash height (feet)" 0.00
   "splash duration (sec)" 0.00
   "texture"
   "wind (ft./sec.)" 0.00, 0.00, 0.00
}

// Fog Zones
TagBlock "FOGZONEVAR"
{
   "global color" 128, 128, 128
   "global dist" 0.00
   "zone 1 color" 0, 0, 0
   "zone 1 dist" 0.00
   "zone 2 color" 0, 0, 0
   "zone 2 dist" 0.00
   "zone 3 color" 0, 0, 0
   "zone 3 dist" 0.00
   "zone 4 color" 0, 0, 0
   "zone 4 dist" 0.00
   "zone 5 color" 0, 0, 0
   "zone 5 dist" 0.00
   "zone 6 color" 0, 0, 0
   "zone 6 dist" 0.00
   "zone 7 color" 0, 0, 0
   "zone 7 dist" 0.00
   "zone 8 color" 0, 0, 0
   "zone 8 dist" 0.00
}



GAMESYS:
--------

// Stats Cost
TagBlock "STATCOST"
{
   "STR 1->2" 3
   "STR 2->3" 8
   "STR 3->4" 15
   "STR 4->5" 30
   "STR 5->6" 50
   "END 1->2" 3
   "END 2->3" 8
   "END 3->4" 15
   "END 4->5" 30
   "END 5->6" 50
   "PSI 1->2" 3
   "PSI 2->3" 8
   "PSI 3->4" 15
   "PSI 4->5" 30
   "PSI 5->6" 50
   "AGI 1->2" 3
   "AGI 2->3" 8
   "AGI 3->4" 15
   "AGI 4->5" 30
   "AGI 5->6" 50
   "CYB 1->2" 3
   "CYB 2->3" 8
   "CYB 3->4" 15
   "CYB 4->5" 30
   "CYB 5->6" 50
}

// Weapon Skills Cost
TagBlock "WSKILLCOST"
{
   "Conv 0->1" 12
   "Conv 1->2" 6
   "Conv 2->3" 8
   "Conv 3->4" 15
   "Conv 4->5" 36
   "Conv 5->6" 50
   "Energy 0->1" 12
   "Energy 1->2" 6
   "Energy 2->3" 8
   "Energy 3->4" 15
   "Energy 4->5" 36
   "Energy 5->6" 50
   "Heavy 0->1" 12
   "Heavy 1->2" 6
   "Heavy 2->3" 8
   "Heavy 3->4" 15
   "Heavy 4->5" 36
   "Heavy 5->6" 50
   "Alien 0->1" 12
   "Alien 1->2" 6
   "Alien 2->3" 8
   "Alien 3->4" 15
   "Alien 4->5" 36
   "Alien 5->6" 50
}

// Tech Skills Cost
TagBlock "WTECHCOST"
{
   "Hack 0->1" 10
   "Hack 1->2" 5
   "Hack 2->3" 8
   "Hack 3->4" 12
   "Hack 4->5" 25
   "Hack 5->6" 50
   "Repair 0->1" 10
   "Repair 1->2" 5
   "Repair 2->3" 8
   "Repair 3->4" 12
   "Repair 4->5" 25
   "Repair 5->6" 50
   "Modify 0->1" 10
   "Modify 1->2" 5
   "Modify 2->3" 8
   "Modify 3->4" 12
   "Modify 4->5" 25
   "Modify 5->6" 50
   "Maint 0->1" 10
   "Maint 1->2" 5
   "Maint 2->3" 8
   "Maint 3->4" 12
   "Maint 4->5" 25
   "Maint 5->6" 50
   "Rsrch 0->1" 10
   "Rsrch 1->2" 5
   "Rsrch 2->3" 8
   "Rsrch 3->4" 12
   "Rsrch 4->5" 25
   "Rsrch 5->6" 50
}

// Psi Cost
TagBlock "PSICOST"
{
   "Level 1" 10
   "Psi Screen" 3
   "Still Hand" 3
   "Pull" 3
   "Quickness" 3
   "Cyber" 3
   "Cryokinesis" 3
   "Codebreaker" 3
   "Level 2" 20
   "Stability Field" 5
   "Berserk" 5
   "Rad Shield" 5
   "Healing" 5
   "Might" 5
   "Psi" 5
   "Immolate" 5
   "Level 3" 30
   "Fabricate" 8
   "Electro" 8
   "Anti-Psi" 8
   "Toxin Shield" 8
   "Radar" 8
   "Pyrokinesis" 8
   "Terror" 8
   "Level 4" 50
   "Invisiblity" 12
   "Seekersense" 12
   "Electro-Dampen" 12
   "Vitality" 12
   "Alchemy" 12
   "Cyber-Hack" 12
   "Psi Sword" 12
   "Level 5" 75
   "Major Heal" 20
   "Soma Drain" 20
   "Teleport" 20
   "Enrage" 20
   "Force Wall" 20
   "Psi Mines" 20
   "Psi Shield" 20
}

// Skill Params
TagBlock "SKILLPARAM"
{
   "Inaccuracy (outdated)" 0.00 °
   "Break Modifier" 0.00
   "Research Factor" 1.00
   "Weapon Skill/Damage" 0.15
   "Organ Damage Factor" 1.25
}

// Game Parameters
TagBlock "GAMEPARAM"
{
   "Throw Power" 10.00
   "Bash 1" 0.00
   "Bash 2" 0.00
   "Bash 3" 0.00
   "Bash 4" 0.00
   "Bash 5" 0.00
   "Bash 6" 0.00
   "Bash 7" 0.00
   "Bash 8" 0.00
   "Speed 1" 1.20
   "Speed 2" 1.30
   "Speed 3" 1.40
   "Speed 4" 1.50
   "Speed 5" 1.60
   "Speed 6" 1.70
   "Speed 7" 1.85
   "Speed 8" 2.00
   "Overlay Dist" 175.00
   "Frob Dist" 50.00
}

// Gun Animation
TagBlock "GUNANIM"
{
   "Wobble Speed" 1.50
   "Swing Amplitude" 11.25 °
   "Swing Period" 800
   "Swing Return Rate" 7.03 °
   "Bob Amplitude" 0.10
   "Bob Rate" 0.25
   "Raised Pitch" 0.00 °
   "Lowered Pitch" 330.47 °
   "Raise Rate" 45.00 °
}

// Melee-Strength
TagBlock "MELEESTR"
{
   "Melee Adj Strength 1" 0
   "Melee Adj Strength 2" 1
   "Melee Adj Strength 3" 2
   "Melee Adj Strength 4" 3
   "Melee Adj Strength 5" 4
   "Melee Adj Strength 6" 6
   "Melee Adj Strength 7" 10
   "Melee Adj Strength 8" 15
}

// Elev Levels
TagBlock "Elev"
{
   "Deck 1" Eng1
   "Deck 2" medsci1
   "Deck 3" Hydro2
   "Deck 4" ops2
   "Deck 5" Rec1
}

// Tech Params
TagBlock "HRM"
{
   "Critfail Bonus (Skill)" 0
   "Critfail Bonus (Stat)" 1
   "Success Bonus (Skill)" 10
   "Success Bonus (Stat)" 5
   "Break Chance, Cyber = 1" 10.00
   "Break Chance, Cyber = 2" 14.00
   "Break Chance, Cyber = 3" 20.00
   "Break Chance, Cyber = 4" 28.00
   "Break Chance, Cyber = 5" 38.00
   "Break Chance, Cyber = 6" 50.00
   "Break Chance, Cyber = 7" 75.00
   "Break Chance, Cyber = 8" 95.00
}

// Stat Params
TagBlock "STATPARAM"
{
   "Starting HP" 30
   "HP per END" 5
   "Starting PP" 5
   "PP per PSI" 10
   "Min Camera Vis" 1.00
   "Max Camera Vis" 1.00
   "Hazard Damage, END 1" 1.00
   "Hazard Damage, END 2" 0.94
   "Hazard Damage, END 3" 0.85
   "Hazard Damage, END 4" 0.73
   "Hazard Damage, END 5" 0.58
   "Hazard Damage, END 6" 0.40
   "Hazard Damage, END 7" 0.20
   "Hazard Damage, END 8" 0.01
}

// Trait Params
TagBlock "TRAITPARAM"
{
   "Tank HP bonus" 10
   "SharpShooter Stim Mult" 1.15
   "LethalWeapon Stim Mult" 1.35
}

// Implant Params
TagBlock "IMPLPARAM"
{
   "WormBlend Vis Mult" 0.00
}

// Overload Params
TagBlock "OLPARAM"
{
   "Burn factor, END = 1" 1.00
   "Burn factor, END = 2" 0.94
   "Burn factor, END = 3" 0.85
   "Burn factor, END = 4" 0.73
   "Burn factor, END = 5" 0.58
   "Burn factor, END = 6" 0.40
   "Burn factor, END = 7" 0.19
   "Burn factor, END = 8" 0.01
   "Burnout time, level 1" 2.00
   "Burnout time, level 2" 1.50
   "Burnout time, level 3" 1.00
   "Burnout time, level 4" 0.75
   "Burnout time, level 5" 0.40
   "Threshold, PSI = 1" 0.85
   "Threshold, PSI = 2" 0.82
   "Threshold, PSI = 3" 0.78
   "Threshold, PSI = 4" 0.73
   "Threshold, PSI = 5" 0.67
   "Threshold, PSI = 6" 0.60
   "Threshold, PSI = 7" 0.52
   "Threshold, PSI = 8" 0.00
   "Burnout dmg per level" 3
}

// Difficulty Params
TagBlock "DIFFPARAM"
{
   "Upgrade Mult: Playtest" 1.00
   "Upgrade Mult: Easy" 0.85
   "Upgrade Mult: Normal" 1.00
   "Upgrade Mult: Hard" 1.40
   "Upgrade Mult: Imposs" 1.80
   "Upgrade Mult: Multi" 1.40
   "Base HP: Playtest" 30
   "Base HP: Easy" 45
   "Base HP: Normal" 30
   "Base HP: Hard" 24
   "Base HP: Imposs" 7
   "Base HP: Multi" 24
   "HP per END: Playtest" 5
   "HP per END: Easy" 10
   "HP per END: Normal" 5
   "HP per END: Hard" 3
   "HP per END: Imposs" 3
   "HP per END: Multi" 3
   "Base PP: Playtest" 5
   "Base PP: Easy" 10
   "Base PP: Normal" 5
   "Base PP: Hard" 3
   "Base PP: Imposs" 1
   "Base PP: Multi" 1
   "PP per PSI: Playtest" 10
   "PP per PSI: Easy" 16
   "PP per PSI: Normal" 10
   "PP per PSI: Hard" 8
   "PP per PSI: Imposs" 5
   "PP per PSI: Multi" 5
   "Loot Hose %: Playtest" 0
   "Loot Hose %: Easy" 0
   "Loot Hose %: Normal" 0
   "Loot Hose %: Hard" 30
   "Loot Hose %: Imposs" 75
   "Loot Hose %: Multi" 30
   "Rep Cost: Playtest" 1.00
   "Rep Cost: Easy" 0.85
   "Rep Cost: Normal" 1.00
   "Rep Cost: Hard" 1.25
   "Rep Cost: Imposs" 2.00
   "Rep Cost: Multi" 1.25
}

// AI Sound Tweaks
TagBlock "AISNDTWK"
{
   "Default Untyped Range" 26
   "Default Inform Range" 32
   "Default Minor Anomoly Range" 23
   "Default Major Anomoly Range" 32
   "Default Non-combat High Range" 39
   "Default Combat Range" 45
}

// AIHearingStats
TagBlock "AIHearStat"
{
   "VeryLow: DistMul" 0.25
   "         DB Add" 1000
   "Low: DistMul" 0.65
   "         DB Add"[1] 200
   "Normal: DistMul" 1.00
   "         DB Add"[2] 0
   "High: DistMul" 1.50
   "         DB Add"[3] -200
   "VeryHigh: DistMul" 3.00
   "         DB Add"[4] -1000
}

// AI Acuity Set
TagBlock "AIACS"
{
   "Normal: Lighting" 1.00
   "Normal: Movement" 1.00
   "Normal: Exposure" 1.00
   "Peripheral: Lighting" 0.70
   "Peripheral: Movement" 1.00
   "Peripheral: Exposure" 1.00
   "Omni: Lighting" 16.00
   "Omni: Movement" 1.40
   "Omni: Exposure" 1.20
   "Light Only: Lighting" 20.00
   "Light Only: Movement" 0.00
   "Light Only: Exposure" 0.00
   "Movement Only: Lighting" 0.00
   "Movement Only: Movement" 5.00
   "Movement Only: Exposure" 0.00
   "Low Light: Lighting" 100.00
   "Low Light: Movement" 1.00
   "Low Light: Exposure" 1.00
}

// AI Creature Sizes
TagBlock "AICRTSZ"
{
   "Creature Type 0: Width" 2.41
   "                 Height" 6.08
}

// GameSys Default EAX Value
TagBlock "GameSysEAX"
{
   "EAX Reverb Code" Generic
   "Dampening Factor" 0
   "Height Override" 0
}

// Misc Dark Settings
TagBlock "DRKSET"
{
   "Custom MetaProp action targets" FALSE
}

// Bash Vars
TagBlock "BASH"
{
   "bash velocity threshold" 500.00
   "bash velocity coeff" 0.10
}
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