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rapier_chance_blue 1rapier_chance_red 1rapier_chance_green 1rapier_chance_purple 1rapier_chance_orange 1rapier_chance_yellow 1rapier_chance_white 0.5rapier_chance_black 0.5rapier_chance_assassin_blue 1rapier_chance_assassin_red 1rapier_chance_assassin_green 1rapier_chance_assassin_purple 1rapier_chance_assassin_orange 1rapier_chance_assassin_yellow 1rapier_chance_assassin_white 0.5rapier_chance_assassin_black 1.5
v1.06:- Values are now set using user.cfg, rather than by editing the squirrel file - Updated the documentation as necessary- Fixed bug where the "Cycle" version was allowing cycling to colours which had been disabled (chance of zero)v1.05:- Now allows rerolling!- Now split into 2 versions: Hackable and Cyclable - Hackable version requires hacking the rapier in order to reroll, requires Hack 4, 10 nanites per attempt - Cycle version simply cycles through the available colours on right clickv1.04:- No longer in beta! After thorough testing by multiple people, this is now ready to go!- Removed print statements that were part of the beta version. This should pollute ss2.log a lot less.- Slightly modified purple rapier glow to fit the rapier colour better.- Glow brightness values are now controlled via constants at the top of the script, for easier editing by others.v1.04 BETA 4:- Removed Scripted Object replacements to ensure compatibility with both Secmod and SS2-RSD, since the latter replaces and changes objects via script, including rapiers. - Took a different approach to ensure rapiers in the maps are replaced.- Fixed borked Black assassin rapier modelv1.04 BETA 3:- Added DML edits to recreate all in-map rapiers in the vanilla game and SCP. Not Secmod compatible currently.v1.04 BETA 2:- Updated the Assassin Rapier models to use the same textures as the standard ones, rather than an identical copy. - The Blue variant now uses the standard BLUE.PCX and TURQ.PCX files from vanillav1.04 BETA:- Completely changed the way assassin rapiers work. It should now be perfectly consistent - Assassins will now roll a rapier colour once, and apply it to every rapier they generate, including loot - Assassin rapier rarity can now be set the same way that regular rapier rarity can bev1.03:- Minor changes to the code for legibility, added more documentation comments in the squirrel file for people who wish to tweak the mod.- Added Secmod assassin support.- If assassins are forced to use a rapier colour, it will also affect rapiers they drop on death.v1.02:- Slightly brightened the White variant of the texture as it was too dark around the edges, making the rapier look like a thin white stick (world model only).- Fixed extremely stupid bug introduced in v1.01 involving wrong rapier colours when transitioning levels.- Updated assassin rapier textures to ensure consistency with the standard ones, including the overly-bright blue texture (caused by GIF palette issues in the Secmod model). - Assassin rapiers should now look identical to their standard counterparts - Load after Secmod and Scary Monsters, as they both include the same blue assassin rapier modelv1.01:- Added support for the upcoming v1.03 version of Scary Monsters Assassin Rapiers Addon - Assassins will no longer hold rapiers incorrectly - Due to the way Scary Monsters works, the assassins generate a new Rapier every time they attack. This means the colours continually change. - Added a new setting to combat this, assassinForceColor at the top of the squirrel file. I personally recommend setting this to black (index 7) since it looks great on stealthy ninjas. - Includes a missing texture bluegrad.gif, which fixes the purple Jorge texture on blue assassin rapiers.- Fixed issues with level loading corrupting rapier glows (fixed for real in v1.02)
DML1+ObjProp -24 "LightColor" //Electro Shock{ "hue" 0.98 //red}
DML1ObjProp -24 "LightColor" //Electro Shock red{ "hue" 0.98}
//drop SelfLit onto rapiers already placed in levelsObjProp -24 "Scripts"{ "Script 0" NVRemovePropertyTrap}+ObjProp -24 "ObjList"{ "" NVRemovePropertyTrapOn="BeginScript"; NVRemovePropertyTrapProp="SelfLit"; NVRemovePropertyTrapReAdd=1; NVRemovePropertyTrapCount=1;}
//drop SelfLit onto rapiers already placed in levelsObjProp -24 "Scripts"{ "Script 0" NVRemovePropertyTrap}+ObjProp -24 "ObjList"{ "" NVRemovePropertyTrapOn="BeginScript"; NVRemovePropertyTrapProp="SelfLit"; NVRemovePropertyTrapReAdd=1; NVRemovePropertyTrapCount=1;}+ObjProp -24 "SelfLitRad" //Electro Shock{ "" 30}+ObjProp -24 "AnimLight" //Electro Shock{ "Mode" "slide smoothly" "min brightness" 160 "max brightness" 180 "millisecs to brighten" 1400 "millisecs to dim" 1000 "Dynamic Light" true}
some props are inherited from the archetypes by the concretes, other ones are not. dynamic light is not, that means a small bit of NVscripting is required to "deploy" the prop onto existing concretes upon level start. lemme get the code for you;Code: [Select]//drop SelfLit onto rapiers already placed in levelsObjProp -24 "Scripts"{ "Script 0" NVRemovePropertyTrap}+ObjProp -24 "ObjList"{ "" NVRemovePropertyTrapOn="BeginScript"; NVRemovePropertyTrapProp="SelfLit"; NVRemovePropertyTrapReAdd=1; NVRemovePropertyTrapCount=1;}AnimLight and LightColor should get inherited. //just noticed, any reason you are using SelfLitRad instead of SelfLit?
+ObjProp -24 "SelfLitRad" //Electro Shock{ "" 30}+ObjProp -24 "AnimLight" //Electro Shock{ "Mode" "slide smoothly" "min brightness" 160 "max brightness" 180 "millisecs to brighten" 1400 "millisecs to dim" 1000 "Dynamic Light" true}