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| Ballistic Species Stats https://www.runestorm.com/forums/viewtopic.php?f=71&t=39395 |
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| Author: | OCAdam [ Tue Jul 17, 2007 10:59 am ] |
| Post subject: | Ballistic Species Stats |
I had the idea that maybe when you use the Species Stats mutator, depending on what race you are, you have different stats on your recoil, chaos, and such. I'd think it'd be very easy to do, but I can't code to save my life when it comes outside of car coding and making edits to RPG code in UC scripts. |
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| Author: | Baklajan [ Tue Jul 17, 2007 11:33 am ] |
| Post subject: | Ballistic Species Stats |
A very questionable proposition. It's much like my ideas on a more complicated aiming system involving accuracy bonuses and speed penalties - sounds good but may get things way too complicated. |
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| Author: | Bjossi [ Tue Jul 17, 2007 12:05 pm ] |
| Post subject: | Ballistic Species Stats |
If it is too complicated for someone, then the said person can simply not use the Species Stats mutator. I like this idea. But for it to work the devs would need to make a Ballistic Species Stats or something, editing the default Species Stats mutator would be a questionable move. |
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| Author: | OCAdam [ Tue Jul 17, 2007 2:30 pm ] |
| Post subject: | Ballistic Species Stats |
Bjossi wrote: If it is too complicated for someone, then the said person can simply not use the Species Stats mutator.
I like this idea. But for it to work the devs would need to make a Ballistic Species Stats or something, editing the default Species Stats mutator would be a questionable move. I already knew the idea of just modding the default mut would be dumb (I actually have that Species Stats Plus mut). If I knew how to code better.... this would be already done by me.... anyways..... now we just need to figure out what to make each species have that should be different.... Obviously human race has it as is right now though! |
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| Author: | Captain Xavious [ Tue Jul 17, 2007 4:58 pm ] |
| Post subject: | Ballistic Species Stats |
I'm just going off the top of my head, but if I remember correctly a recoil and chaos scaler is one of the default properties of the BW player class (I may be wrong here) and what the species stats do is essentially change the default properties of the player classes. And you wouldn't need to change any mutators, that'd just be silly. All you have to do is make some new races and apply it to the various characters. In theory this is actually a really simple task, but I don't know how to add other default properties for changing for the species. I might look around there some time and see if something might be doable. |
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| Author: | Bjossi [ Tue Jul 17, 2007 6:26 pm ] |
| Post subject: | Ballistic Species Stats |
Captain Xavious wrote: And you wouldn't need to change any mutators, that'd just be silly. All you have to do is make some new races and apply it to the various characters. In theory this is actually a really simple task
So you are telling us that it is easier for the average joe to open up UEd, do some UScripting that by the way not everyone in the world knows, and then compile; rather than use a pre-made mutator where all you have to do is download it, install and play? I'm not getting your logic here. |
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| Author: | Captain Xavious [ Tue Jul 17, 2007 6:49 pm ] |
| Post subject: | Ballistic Species Stats |
Species stats alone does nothing but enable the code for the species themselves. You can modify the hell out of Species Stats or otherwise but you probably won't get the effects desired in this thread. Here's an example of how it works: SpeciesStats.uc = Mutator that enables Species classes. xspecies_Merc.uc = Specifies how much faster, how much damage is dealt, jump speed, etc. that is applied to all characters that this species is applied to. Only applies said values if a mutator is enabled to make it do so. By the way, you don't want to code with UEd, use UDE instead.
By simple I meant to someone who knew just a bit about coding, I didn't mean for anyone. This probably would have made more sense if you knew what the Species Stat mutator does.
But as for making new species stats, it would in fact be much, much simpler to make your own custom tailored ones than to hope for one that is made close enough to what you want. Only thing keeping you from doing it would probably be just a lack of coding environment and unfamiliarity of it. The rest is just a case of changing scaling numbers around. |
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| Author: | Bjossi [ Tue Jul 17, 2007 7:53 pm ] |
| Post subject: | Ballistic Species Stats |
Captain Xavious wrote: But as for making new species stats, it would in fact be much, much simpler to make your own custom tailored ones than to hope for one that is made close enough to what you want.
Someone has completely forgot about the wonderful mutator config menus. |
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| Author: | ShadowBlade [ Wed Jul 18, 2007 3:22 am ] |
| Post subject: | Ballistic Species Stats |
human = greed, corruption, and brutallity skaarj = cunning, brutallity, speed bot= armor, ...
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| Author: | Captain Xavious [ Wed Jul 18, 2007 7:14 pm ] |
| Post subject: | Ballistic Species Stats |
Bjossi wrote: Someone has completely forgot about the wonderful mutator config menus.
Heh, yeah, I guess you're right.
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