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Topics - Slowhand

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16
Suggestions / Blackjack
« on: January 19, 2016, 06:01:15 pm »
The Blackjack module is ready to be tested and possibly integrated into Reloaded:

Installation of module to FOnline: Reloaded - Source Version 2

Specifics can be found at the post above, I cut out some features, like you cannot split start hand if you got a pair, and the flexibility that would have allowed it, to possibly easily integrate into quests isn't implemented either. Other than this everything works, even side bets, if you find any mistakes report here or at the feedback thread at workshop.

GL :)

17
Off-topic discussions / F4 trailer from Honest Game Trailers.
« on: January 11, 2016, 06:23:04 pm »
"You know, for a society totally destroyed by nukes, it's quite casual to keep one laying around.."


18
Bug:

The TB timer will keep counting down even after turn is finished, if the next creature on turn is not in sight.

Steps to reproduce:

Go around world map with 1PE, when encountered, run toward safety, see effect on next turn.

Possible fix:

Seems like an engine bug, that CritterCl.IsTurnBasedTurn() does not get updated in this case. I used CritterCl.StatBase[ST_CURRENT_AP] > 0 instead, and it worked. Did not test with bonus move, I guess an extra conditional check is needed for that.

19
Suggestions / Smoke grenade.
« on: January 07, 2016, 10:19:04 pm »
Throwing a new type of grenade, the smoke grenade would create a smoke at a target area.

Technically it is possible, I just tested the smoke effect. The question is, if you guys want such tools at disposal.

My definition of smoke grenade would be:

Smoke area/spreading:
1. Smoke starts to spread in around the target hex, becoming up to a 3 sized area-hex. (the sides of the area-hex are 3 hexes)
2. If the smoke cannot spread in the area, or if it finds that it started in a closed area, (something with roof) the smoke would spread to fill the small room/tent, effectively smoking someone out.
3. Smoke would spread and disappear at a medium pace, maybe lasting a total of 10 seconds and spreading to full size under 3 seconds?

Smoke effects:
1. Reduced chance to hit over smoke. It would act like a blocking critter, (currently each blocking target add's -10 to hit chance) but with different hit chance effect?
2. Causes poison if character stays in smoke for more than X seconds. (basically one should be able to run through it, and if poison damage get's reworked, maybe it would be a factor)
3. Characters being in smoke, get a temporary blind debuff, when they leave the smoke, they can see again almost instantly.

Constraints:
1. Shall throwing skill or anything else affect anything? Like effectiveness of smoke, area size, etc.
2. The shall be a timer on smoke grenade throwing, (this timer does not have to be like the normal timers, one could have more charges to spend which would regenerate slowly until player has max charges again, if player has at least one charge they can throw a grenade)

Note: I was thinking on this throw smoke grenade cooldown only because I do not know how clients will handle the effects of too much smoke. I suggest this CD shall be higher than the duration of the smoke, to ensure, that there are not more smokes on the map than players. Smokes = smoke areas, that could mean 19 smoke hexes per player.

Craftable: Flare + tobacco? or just lootable from encounters, containers.

What do you guys think? Looking for ideas, about effects, constraints, etc.

Edit: Effect on sneak as well?




20
Flash effect: Reduce PE to 1 / Blind effect for very shot duration. (Few seconds?)

From:
- Pulse grenade by default.
- Every thrown or launched grenade or rocket on critical hit. (or direct hit critical)

I think there are options for this flash screen as well engine side that could be used, but would have to check more thoroughly, to confirm.

Any thoughts?

21
Suggestions / Healing numbers above critter.
« on: January 03, 2016, 01:16:10 pm »
When healed, the number of HP healed shall float in green text, just like damage does in red.

Edit: Has been imported into a tutorial at: Advanced tutorial nr. 2

22
Closed suggestions / New Perk: Mysterious Stranger.
« on: December 29, 2015, 06:26:18 pm »
From time to time, a mysterious stranger will help the player, regarding the rules below.

  • Perk can be taken any level, prerequisite would be X speech skill.
  • If the MS (Mysterious Stranger) dies, it will not spawn for X hours.
  • Spawn rate of MS shall depend both on the players Charisma and Luck.
    • Chance for MS to spawn at random encounter: X + Y * CH + U * LK (Min V, Max Z)
    • Chance for MS to spawn for FA: X + CH * LK * U (Min V, Max Z)
    • Chance for MS to spawn for Doctor: X + CH * LK * U (Min V, Max Z)
  • Special spawns shall depend on the players Charisma and the frequency on Luck.
    • Player drops below half a % of HP, chance for MS to spawn and try to FA the player.
    • Player gets crippled, chance for MS to spawn and try to FA and then Doctor the Player.
    • Player (not in group) spawns in the random encounter of the player, the MS if spawned, shall warn the "owner".
    • Special and normal spawns have a global cooldown.
  • Players Charisma shall also affect the duration, cool down and strength of the MS.
    • Duration of aid lasts X + Y * CH turns in TB combat.
    • Duration of help lasts X + Y * CH seconds in RT combat.
    • Cooldown of MS spawn depends on CH: CD = X / CH minutes.
    • Level of MS shall be 3 levels higher than the owner, at a cap of 30.
    • The higher level of the MS, the more perks, skills and HP it has.
    • Perk, stat and weapon composition of MS shall be better if the player has higher CH.
      • Player CH < 4 MS is a strong thug with a combat shotgun and a few stimpacks.
      • Player CH < 7 MS is a stronger thug with a FN FAL and a few super/normal stimpacks.
      • Player CH >= 7 MS is a loose guard from one of the main NPC factions with heavy weaponry.(BoS, Enclave, NCR, GR - highest rep faction used)
    • If the players Luck is below X, the MS may have the Jinxed Trait. Good luck!
  • AI of MS:
    • If the player is attacked, the attacker is added to the MS's target list.
    • MS will try to FA/Doctor the player, when needed, but only once per session. This will happen if the MS is idle, or the player is under attack or attacking something.
    • If another player is attacking the owner, MS shall change target to it, possibly changing to a crowd control weapon, like rocket launcher or sniper riffle.
    • If player dies then MS shall despawn.

Note: TB mode time is striked out, because TB events do not seem to work.

If you got any ideas to improve the perk, go ahead.

23
The Workshop / Questions/Feedback for the FOnline tutorials.
« on: December 25, 2015, 01:18:18 pm »
If you have any questions or feedback for the tutorials, please ask them here instead of replying to the tutorial thread.

I moved some of the feedback/questions/links from the original thread that I will clean up soonish..

1.
For dialogs this is a must read in my opinion:
http://fodev.net/files/sdk/ArtOfDialogs.pdf

2.
Interesting, I'll try coding something  :P

3.
This is a fantastic amount of work. Do not let silence effect you - i think everyone here is impressed and appreciative of this. Thanks!

4.
Excellent to have a good guide here. Learning this stuff on your own is torture. And maybe I will learn some of this too so I can add enemies to some map I make in the future.

5.
Lack of documentations and tutorials like this one make fonline development hard.

Ask questions in this thread.

24
The Workshop / Basic Development Tutorial for FOnline. (Reloaded)
« on: December 25, 2015, 01:01:46 pm »
This is a brief development tutorial for developing FOnline. In the tutorial I use the FOnline: Reloaded version of the SDK, but it should be fully compatible with the original SDK.
(Note: As we found out, everything is not compatible, especially scripts. If you plan to follow this tutorial, make it easier on yourself and use the Reloaded version, see first step for install instructions)

Another copy of this tutorial can be found at FoDev.net as well.

Basic Development Tutorial for FOnline.
  • This is a brief tutorial on how to get started developing FOnline.

Contents:

To do list:
  • Separate advanced stuff and add it to a new thread, advanced tutorials. Everything that is not step by step should be advanced, as most people get lost too easy. (Pepe)
  • Add a small simple quest, step by step style, where the objectives is to kill a nearby critter for the quest giver. (no need to generate a new private map for it) (Pepe)
  • Add a guessing game, step by step style, where the player has to guess riddles, using the "Say" menu to give the answer, instead of selecting from possible dialogue options. (Coro)

25
The Workshop / FOnline SDK scripts overview (Reloaded version)
« on: December 25, 2015, 12:51:29 pm »
FOnline SDK scripts overview.

This will be a list of the script files from Reloaded version 1 source, which will help you find where to edit/modify values/scripts. I will updated them as I progress through them myself. This is done to help me and others following the FOnline tutorials.

Note:
  • Definitions = assignment values to variables (for better understanding of the code).
  • Macros = definitions of macro functions (functions used often, in different script files).
  • Script files which contain only definitions or macros are colored greenish.
  • Script files which contain other scripts than defines are colored blueish.
  • Script files that are (supposed to be) related to other script files, but are unused or were never used are colored grayish.
  • Script files listed nearby each other, without being separated by descriptions, belong together.

Table of Contents:

27
Closed suggestions / Sneak change.
« on: December 21, 2015, 10:30:34 am »
Sneak should be totally different. Not nerfed, not buffed, different.

Basically, without a stealthboy, you should not be able to sneak in plain sight. Only hugging (up to 2 hex) the walls (or sceneries where you can't see/walk through), should a sneaker be able to move undetected.

Stealth boys allow you to sneak just in plain sight, with about the same difficulty as now, and give bonus if near walls.
Ghost perk should allow the sneaker to leave the safety of walls for up to 5-6 hexes for a very short time and with CD, like crossing a street in New Reno every now and then.
Night conditions should give a bonus to sneak skill, daylight should give penalties as well as lit flares in case of night/indoors, depending on the distance from them.

Failing these conditions should automatically desneak (+ armor/weap conditions whatever you feel necessary).

Silent running should allow to run while sneaking but with skill penalties, shouldn't be able to run close to someone frontally, not even along walls, unless vision is obscured ofc.

When your character detects someone a typical sneak/desneak sound should be played, (like Baldur's Gate/Warcraft3/Dota/WoW).


This is what stealth should be, and not someone wandering around in an open desert field undetected without any perks/tools..

I'm curious about your thoughts about this, concerning the game dynamic, playability. (not coding difficulty, I can figure that out on my own :) )

28
Closed suggestions / A slight boost for Intellect.
« on: December 21, 2015, 04:45:36 am »
Reading manuals shall require some intellect. Either limit the max. number of book that a char can read by their current INT, or even better, the skill points the reader gains shall be affected by their INT.
Suggested formulas: 3 + INT/2. (rounded downward)

Guns and Bullets shall also raise the skill gained for Big Guns by 1 + INT/2 as well.
Big book of science shall also raise the skill gained for Energy Weapons by 1 + INT/2 as well.
First Aid books shall increase the skill points gained for Close Combat by 1 + INT/2 as well.
Or introduce new books for these skills as well.

29
Closed suggestions / Giving PvP purpose for Charisma stat.
« on: December 21, 2015, 04:36:17 am »
Chance to hit with players/critters, shall also depends on the target and attacker Charisma difference.

Roleplay reason: Think of Charisma as a stat that not only describes how people see you, but also, how you see urself, or confidence, ur self esteem.
Ballance reason: Give some value to Charisma for both PvE and PvP regarding solving conflicts.

Suggested formula, -10 to hit for each CHA difference between the attacker and the target as long as the target has higher CHA. Having high self esteem does not help you hit your target, your skill does, so this mechanic works only one way, as a defensive mechanism.

-90 to hit if 1 CHA attacks 10CHA. Also base (or rare) items could have +CHA effects, like Leather Jacket for example, to increase their value.
Note: This effect shall never reduce ur final chance to hit bellow 50%.

Might be a small step toward reducing the domination of low STR, INT CHA chars.

30
Suggestions / Weapon STR req rework.
« on: December 21, 2015, 04:24:22 am »
Instead of reducing the chance to hit with a weapon that you do not need the requirements, the cost of AP usage shall be increased by 1 for each missing STR. (Since disabling the usage of that weapon based on str req would be too harsh I guess)

Might be a slow step toward reducing the unballance caused by ridiculously low STR, INT, CHA characters, along with some other changes ofc.

What do you guys think?

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