Search found 9 matches

by Apophis
Tue 06 Apr 2010 2:36 pm
Forum: Feature Suggestions
Topic: Add and subtract HP
Replies: 1
Views: 2486

Add and subtract HP

To be able to add/subtract hitpoints as a thing action. Something like this:

STATES(HEAL) = QWER:A:4:BRIGHT:ADDHP(1:100), //The monster gains 1 hit point, to a maximum of 100 HP

and

STATES(DECAY) = QWER:B:4:BRIGHT:LOSEHP(5:10), // The monster loses 5 HP, to a minimum of 10 HP.
by Apophis
Tue 06 Apr 2010 2:29 pm
Forum: Feature Suggestions
Topic: BECOME and hitpoints
Replies: 1
Views: 2509

BECOME and hitpoints

One limitation with the BECOME action is that when using it to change monster types, the resulting monster will always have the same hit points as the original. This can get a little annoying if you say, turn a cyberdemon into a chicken, and the resulting poultry still retains the original 4000 HP. ...
by Apophis
Tue 06 Apr 2010 2:06 pm
Forum: Help!
Topic: Multiple sky textures in a single map?
Replies: 2
Views: 2835

Multiple sky textures in a single map?

Is it currently possible to have different sky textures in different sectors within the same map? I'm currently doing a map where the player has to navigate gateways between several dimensions, and naturally it'll be a lot less convincing if they all have the same sky. I've tried looking in the docu...
by Apophis
Mon 23 Jun 2008 12:47 pm
Forum: Help!
Topic: dropitem
Replies: 2
Views: 1542

by Apophis
Thu 29 May 2008 9:27 am
Forum: Feature Suggestions
Topic: Incremental increases to ammo limits.
Replies: 4
Views: 2168

Incremental increases to ammo limits.

Basically, being able to increase the ammo limit for a weapon by a value, rather than to a value.
eg
PICKUP_BENEFIT=CELLS.LIMIT(5:999),
to increase the cells limit by 5, to a maximum of 999.
by Apophis
Thu 01 May 2008 9:58 am
Forum: Feature Suggestions
Topic: Negative damage
Replies: 7
Views: 2974

In hindsight I guess I'm not too sure where I got that conclusion; I must have just assumed that a heal function would act in a different way to damage. I guess if HEAL=x is just used the same as damage in attacks.ddf, it would be just as good as negative damage - especially if you could combine hea...
by Apophis
Thu 17 Apr 2008 3:32 pm
Forum: Feature Suggestions
Topic: Negative damage
Replies: 7
Views: 2974

Negative damage would probably be more useful, though. If you consider the amount of work that would be required to emulate a healing projectile - i.e. creating custom pain states for every single enemy and ensuring the painchance is 100% (probably getting into the hundreds of lines of code) - compa...
by Apophis
Sat 12 Apr 2008 8:48 am
Forum: Feature Suggestions
Topic: Custom death animations on acidfloors (lava, slime, etc.)
Replies: 4
Views: 2284

Even with the dodgy AI, I can think of a few uses for floors which damage monsters. With custom death and pain states it would be possible to produce some interesting effects with floors which hurt monsters. For instance, a monster which if it dies in lava, is reborn as a lava demon or somesuch. Cus...
by Apophis
Sat 12 Apr 2008 8:20 am
Forum: Feature Suggestions
Topic: Negative damage
Replies: 7
Views: 2974

Negative damage

Would it be possible to bring back attacks which cause negative damage? I used to have a weapon (called the Dice of Oblivion) which uses two attacks simultaneously, one causing normal damage and the other negative to give a chance of either harming or healing the enemy (though weighted to make it mo...

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