08-05-2015, 03:32 PM
(This post was last modified: 08-06-2015, 09:27 PM by Archer-Dante.)
Object Head Attributes (Click to View)
A lot of new attributes can be used between "bmp_begin" and "bmp_end":
—— "start_hp:" - base health value on match start
—— "start_hp_max:" - base maximum health on match star
—— "hp_regen:" - health regen value, can be used as negative value. All characters have their base health regen equal 1, so if you put "hp_regen: 3" you'll get 1+3 regen, and if you set "hp_regen: -1" you will disable health regen for this character completely.
—— "hp_regen_cd:" - countdown step for health regen in "Wait" (Time Unit) value. Can be used even if "hp_regen" attributes isn't setted up.
Also this attribute have it's own countdown equal 11 TU (from original LF2 engine), so if you want to remove regeneration delay completely you shall set "hp_regen_cd: -11" that will meant to be like "0 delay".
—— "hp_dark_regen:" - dark health regen value, can be used as negative value
—— "hp_dark_regen_cd:" - dark health regen countdown
—— "hp_limit:" - health limit that cannot be more than as it setted here. For example, if your characters gets a lot of additional HP and Max HP, he can't make it more than this limit. It's like hard cap.
—— "hp_regen_type:" - type of health regeneration
If "0" then negative regeneration can kill character
If "1" then regeneration doens't work below "hp_regen_min:" and above "hp_regen_max"
If "2" then it's the same as "1", but negative regeneration also CAN'T kill the character.
—— "hp_regen_min:" - regeneration won't work below this value
—— "hp_regen_max:" - regeneration won't work above this value
—— "hp_regen_hurt_cd:" - after taking damage character won't have any health regeneration for this Countdown.
—— "start_mp:" - base mana value on match start
—— "start_mp_max:" - base maximum mana on match start
—— "mp_regen:" - mana regen value, can be used as negative value. All characters have their base mana regen equal 1 (and up to +4 if hp is low)
—— "regen_mp_cd:" - countdown step for mana regen in "Wait" (Time Unit) value. Can be used even if "mp_regen" attributes isn't setted up.
Also this attribute have it's own countdown equal 2TU (from original LF2 engine), so if you want to remove regeneration delay completely you shall set "mp_regen_cd: -2" that will meant to be like "0 delay".
—— "mp_limit:" - mana limit that cannot be more than as it setted here. For example, if your characters gets a lot of additional MP and Max MP, he can't make it more than this limit. It's like hard cap.
—— "mp_regen_type:" - type of mana regeneration
If "0" mana get regenerate faster if character have low HP. "mp_regen:" summs with usual mana regeneration and additional mana calculated from HP missed.
If "1" mana will regenerate scrictly equal "mp_regen:" value.
—— "mp_regen_cap:" - after mana reaches this cap it stops regenerate by itself.
(For example: character is able to regenerate only part of mana, and rest of it can be filled only with bottles)
Some engine notes:
1. Regeneration Cap also limits amount of mana that character will have after going between substages.
2. Regeneration Cap WON'T drop down character's mana if he have more than this cap, for example mana that was filled by bottles.
—— "mp_regen_hurt_cd:" - after taking damage character won't have any mana regeneration for this Countdown.
—— "mp_regen_on_hurt:" - amount of mana that character will get every time he's taking damage (except falling from the sky boxes and stones xD )
// I hope with this new attributes modders can create much more interesting characters with unique mechanics!
—— "stat_#:" - bunch of stats from "stat_1:" to "stat_10:", thouse can be added to character. They can increase damage of character in % percentage from chousen stat, so the damage now can be relative in different situations.
—— "resist_#:" - bunch of resists from "resist_1:" to "resist_10:" thouse add damage resist to some damage type. For example if character taking damage from ITR with "dtype: 5" then character can resist some damage with "resist_5:", decreasing damage or completely protect from it (with 100% of resist).
—— "crit_chance:" - chance to do critical damage with all attacks
—— "crit_power:" - % of damage, that target will take from critical strike.
—— "start_hp:" - base health value on match start
—— "start_hp_max:" - base maximum health on match star
—— "hp_regen:" - health regen value, can be used as negative value. All characters have their base health regen equal 1, so if you put "hp_regen: 3" you'll get 1+3 regen, and if you set "hp_regen: -1" you will disable health regen for this character completely.
—— "hp_regen_cd:" - countdown step for health regen in "Wait" (Time Unit) value. Can be used even if "hp_regen" attributes isn't setted up.
Also this attribute have it's own countdown equal 11 TU (from original LF2 engine), so if you want to remove regeneration delay completely you shall set "hp_regen_cd: -11" that will meant to be like "0 delay".
—— "hp_dark_regen:" - dark health regen value, can be used as negative value
—— "hp_dark_regen_cd:" - dark health regen countdown
—— "hp_limit:" - health limit that cannot be more than as it setted here. For example, if your characters gets a lot of additional HP and Max HP, he can't make it more than this limit. It's like hard cap.
—— "hp_regen_type:" - type of health regeneration
If "0" then negative regeneration can kill character
If "1" then regeneration doens't work below "hp_regen_min:" and above "hp_regen_max"
If "2" then it's the same as "1", but negative regeneration also CAN'T kill the character.
—— "hp_regen_min:" - regeneration won't work below this value
—— "hp_regen_max:" - regeneration won't work above this value
—— "hp_regen_hurt_cd:" - after taking damage character won't have any health regeneration for this Countdown.
—— "start_mp:" - base mana value on match start
—— "start_mp_max:" - base maximum mana on match start
—— "mp_regen:" - mana regen value, can be used as negative value. All characters have their base mana regen equal 1 (and up to +4 if hp is low)
—— "regen_mp_cd:" - countdown step for mana regen in "Wait" (Time Unit) value. Can be used even if "mp_regen" attributes isn't setted up.
Also this attribute have it's own countdown equal 2TU (from original LF2 engine), so if you want to remove regeneration delay completely you shall set "mp_regen_cd: -2" that will meant to be like "0 delay".
—— "mp_limit:" - mana limit that cannot be more than as it setted here. For example, if your characters gets a lot of additional MP and Max MP, he can't make it more than this limit. It's like hard cap.
—— "mp_regen_type:" - type of mana regeneration
If "0" mana get regenerate faster if character have low HP. "mp_regen:" summs with usual mana regeneration and additional mana calculated from HP missed.
If "1" mana will regenerate scrictly equal "mp_regen:" value.
—— "mp_regen_cap:" - after mana reaches this cap it stops regenerate by itself.
(For example: character is able to regenerate only part of mana, and rest of it can be filled only with bottles)
Some engine notes:
1. Regeneration Cap also limits amount of mana that character will have after going between substages.
2. Regeneration Cap WON'T drop down character's mana if he have more than this cap, for example mana that was filled by bottles.
—— "mp_regen_hurt_cd:" - after taking damage character won't have any mana regeneration for this Countdown.
—— "mp_regen_on_hurt:" - amount of mana that character will get every time he's taking damage (except falling from the sky boxes and stones xD )
// I hope with this new attributes modders can create much more interesting characters with unique mechanics!
—— "stat_#:" - bunch of stats from "stat_1:" to "stat_10:", thouse can be added to character. They can increase damage of character in % percentage from chousen stat, so the damage now can be relative in different situations.
—— "resist_#:" - bunch of resists from "resist_1:" to "resist_10:" thouse add damage resist to some damage type. For example if character taking damage from ITR with "dtype: 5" then character can resist some damage with "resist_5:", decreasing damage or completely protect from it (with 100% of resist).
—— "crit_chance:" - chance to do critical damage with all attacks
—— "crit_power:" - % of damage, that target will take from critical strike.
Itr Kind (Click to View)
- "dtype:" - defines which type of damage current attack have. Damage type can be from 1 to 10 (total 10 damage types, dtype 0 like there is no dtype)
- "scale_stat:" - defines source of additional damage. Can be used with value from 0 to 10, this one will choose "stat_N", where N - the stat source. (ex. "scale_stat: 1" means to take value from "stat_1:" from attacker)
- "scale_value:" - defines how strong the scale will works in % percentage.
(*Example with 3 attributes
injury: 100
dtype: 1
scale_stat: 1 (reads "Stat_1" of character)
scale_value: 200
Let's "Stat_1" be equal 40. Then complete damage will be~ "40 * 200% = 80 dmg".
100 (injury) + 80 (scaling dmg) = 180 damage total. Let's ITR have "dtype: 0" (or doesn't exists, it's the same for 0 value) - it's regular LF2 attacks. And "dtype: 1" - it's fire damage. So then let make it like we attacks Firen that have "resist_1: 50", so that means he will drop 50% of taken fire damage. Then he'll lose 180 - 50% = 90 damage in result,*)
—— "crit_chance:" - additional chance of critical strike. This chance summs with "crit_chance:" from character's head block. This one can be used to set different critical chances in different ITRs
—— "crit_power:" - % of damage, that target will take from critical strike. It also summs with "crit_power:" from character's head block.
// If characters doesn't have "scale_stat" attribute, then the value will be taken from who summon this object or kicked it back. In easy case the object thouse are NOT type-0 will read "scale_stat" from character it belongs.
This way you can set a lot of leveling for character and for increase his striking balls damage at the same time!
- "scale_stat:" - defines source of additional damage. Can be used with value from 0 to 10, this one will choose "stat_N", where N - the stat source. (ex. "scale_stat: 1" means to take value from "stat_1:" from attacker)
- "scale_value:" - defines how strong the scale will works in % percentage.
(*Example with 3 attributes
injury: 100
dtype: 1
scale_stat: 1 (reads "Stat_1" of character)
scale_value: 200
Let's "Stat_1" be equal 40. Then complete damage will be~ "40 * 200% = 80 dmg".
100 (injury) + 80 (scaling dmg) = 180 damage total. Let's ITR have "dtype: 0" (or doesn't exists, it's the same for 0 value) - it's regular LF2 attacks. And "dtype: 1" - it's fire damage. So then let make it like we attacks Firen that have "resist_1: 50", so that means he will drop 50% of taken fire damage. Then he'll lose 180 - 50% = 90 damage in result,*)
—— "crit_chance:" - additional chance of critical strike. This chance summs with "crit_chance:" from character's head block. This one can be used to set different critical chances in different ITRs
—— "crit_power:" - % of damage, that target will take from critical strike. It also summs with "crit_power:" from character's head block.
// If characters doesn't have "scale_stat" attribute, then the value will be taken from who summon this object or kicked it back. In easy case the object thouse are NOT type-0 will read "scale_stat" from character it belongs.
This way you can set a lot of leveling for character and for increase his striking balls damage at the same time!
Neora Changes (Click to View)
- "shp:" changed to "start_hp:"
- "smp:" changed to "start_mp:"
- A lot of code was completely rewrited. Part of it optimezed, part made with looking on future plans.
- Completly rewrited HP and MP regeneration codes, just cause modders have DC methods to change it.
- "smp:" changed to "start_mp:"
- A lot of code was completely rewrited. Part of it optimezed, part made with looking on future plans.
- Completly rewrited HP and MP regeneration codes, just cause modders have DC methods to change it.
F keys (Click to View)
- F7 now restores mp not more than "mp_regen_cap".
- F7 now restores health and maximum health equal to "start_hp" and "start_hp_max" of character
- F7 now restores health and maximum health equal to "start_hp" and "start_hp_max" of character
Opoint (Click to View)
- "ohp:" - opoint health power, here you can set how much HP summoned type-0 object will have.
Sources (Click to View)
- All codes from "replay.inc" moved to "hack.ink"
- New file "rpg.inc" with all main RPG-part of Neora
- There is new procedures in code thouse may have "module___" prefix, this procs can be disabled without breaking whole engine
- New file "rpg.inc" with all main RPG-part of Neora
- There is new procedures in code thouse may have "module___" prefix, this procs can be disabled without breaking whole engine
Bug fixes (Click to View)
- Fixed bug when in result table "MP Lost" from Effect 4xxx may appear some wrong value. Bug exist from 2.03
- Fixed bug of broken "weapon_drop_hurt" and "hp" attributes for weapons. Bug exist from 2.00
- Boss mana regeneration (Julian and Firzen) now REALLY fixed and works just like in original LF2. Bug exist from 1.00
- Fixed bug of wrong mana regen calculation for characters thouse have more than 500 hp. Bug exist from 2.00
- Fixed bug of broken "weapon_drop_hurt" and "hp" attributes for weapons. Bug exist from 2.00
- Boss mana regeneration (Julian and Firzen) now REALLY fixed and works just like in original LF2. Bug exist from 1.00
- Fixed bug of wrong mana regen calculation for characters thouse have more than 500 hp. Bug exist from 2.00
Neora 2.05 - Prototype Test Version ☢ | Download | Public Test
There is CAN BE some features thouse won't work, just cuz it only test version.
But i don't want to make everyone think like i abandoned this engine. Nope
Just lack of time makes huge updates like that appearts really slowly.
Well, anyway i hope you enjoy it.
Quote:Also, why is Lion Forest looking like this?
http://prntscr.com/8156ee
And sometimes PDK randomly crashes.. Doesn't even show why.. Just PDK has stopped working and then *poof*..
Well, that's a lot of weird bugs you said.
I heard that WinXP users have a lot of em
Are you using it as well?
And. Can you upload project with this broken Lion Forest?
I just doesn't have this trouble.
here