This class would hold a list of the class "effect" with the following template
class Effect{
string EffectName; //The name of this effect
string Type; //Type of effect ( "Postive" | "Negative" | "Neutral" | "Both" | "None" )
float HealthBonusREL; //Relative health bonus (the bonus depends on the entity's max health)
float HealthBonusABS; //Absolute health bonus
float HealthRegBonus; //
float SpeedBonusREL; //Relative speed bonus (the bonus depends on the entity's max speed)
float SpeedBonusABS; //Absolute speed bonus
uint64 TicksToDie; //How many ticks this effect will last(or have left)
float DamagePerTick; //How much damage the entity recieves per tick
//don't know if the ones bellow are doable
IMG* EffectMask; //An image to overlay on the entity as effect
ANM* EffectAnm; //Some kind of animation to overlay on the entity
string pre_effect; //Name of event to be called right before the effect takes place
string pos_effect; //Name of event to be called right after the effect is over
}
The idea is to make entities (enemies, character or vehicles) able to receive effects given by other entities or world it self.
This would give Modders a lot of space to create lots os cools stuff like:
-Temporary max health bonus
-Temporary speed bonus
-Poison spitters (apply damage over time on other entities)
-More possible interactions between player and enemies
-Time Bomb?
Add "effects" to entity
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- Burner Inserter
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Re: Add "effects" to entity
That's what the sticker entity is for. It attaches to an entity and applies some effect over time for some duration.
If you want to get ahold of me I'm almost always on Discord.
- aubergine18
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Re: Add "effects" to entity
You can see examples of stickers from vanilla game searching this dump of data.raw: https://raw.githubusercontent.com/auber ... r/data.raw
@Rseding91 do stickers of the same type stack?
@Rseding91 do stickers of the same type stack?
Better forum search for modders: Enclose your search term in quotes, eg. "font_color" or "custom-input" - it prevents the forum search from splitting on hypens and underscores, resulting in much more accurate results.
Re: Add "effects" to entity
Currently no.aubergine18 wrote:You can see examples of stickers from vanilla game searching this dump of data.raw: https://raw.githubusercontent.com/auber ... r/data.raw
@Rseding91 do stickers of the same type stack?
If you want to get ahold of me I'm almost always on Discord.
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- Burner Inserter
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Re: Add "effects" to entity
Thanks, I'll take a look at thataubergine18 wrote:You can see examples of stickers from vanilla game searching this dump of data.raw: https://raw.githubusercontent.com/auber ... r/data.raw
@Rseding91 do stickers of the same type stack?
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Re: Add "effects" to entity
How do I use that?
Re: Add "effects" to entity
@BlackSalander to use a sticker, first you create a sticker entity. Then use "action" to deliver the sticker entity to target. Check "slowdown-capsule" for quick example.
But currently, we only have 2 stickers in the game: "fire-sticker" and "slowdown-sticker". They show limited properties.
Besides damage_per_tick, fire_spread related thingy, and target_movement_modifier, may I know are there any other properties we can use?
And what will happen if two different stickers with different values on target_movement_modifier are applied to the same entity?
But currently, we only have 2 stickers in the game: "fire-sticker" and "slowdown-sticker". They show limited properties.
Besides damage_per_tick, fire_spread related thingy, and target_movement_modifier, may I know are there any other properties we can use?
And what will happen if two different stickers with different values on target_movement_modifier are applied to the same entity?