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  #11  
Old 11-04-2019, 03:27 PM
fulano5321 fulano5321 is offline
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Good to know, thanks!!!
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  #12  
Old 11-16-2019, 12:49 PM
fulano5321 fulano5321 is offline
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Thanks so much for all the help!
Shaders... Is that how the Zombie texture is added in Din's Curse? If you have some time, could you get me pointed in the right direction on how those worked? I want to add the grey texture to the zombies in Zombasite and Din's Legacy to make the games are a little more kid friendly (and me friendly honestly, not a fan of gore in games)


My other question was about critical hits. They are rampant in Din's Curse, and I'd like to tone down how often they happen... or something. Part of the goal of my mod is to try to adjust the extreme situations that frequently cause problems for the player and I have even my most tanky full plate armor characters regularly getting one hit killed by crits.

Do the monsters get a base crit stat that I can adjust? Or is it just from the intelligence stat like the player gets? I've been digging through the data files but haven't turned up anything yet... though I have learned a ton about the scripting language, I really need to start documenting info on it on a website like the Wikia pages or something.
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  #13  
Old 11-18-2019, 01:01 PM
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Shadow Shadow is offline
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Yeah, other monsters that get zombified in Din's Curse have the EffectUndead shader applied to them. EffectUndead is defined in Shaders/effects.sdr

If I remember correctly, critical hits on monsters is controlled by the base chance which is probably in code and their intelligence which is controlled in BaseMonsters.gdb
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Depths of Peril, Kivi's Underworld, Din's Curse, Drox Operative, Zombasite, Din's Legacy, Drox Operative 2, & Din's Champion
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  #14  
Old 11-20-2019, 02:51 PM
fulano5321 fulano5321 is offline
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Thanks again for so much help!
So, interesting thing...
The data in BaseMonsters doesn't seem to be referenced by any of the other data files. Is it going to be coded in or something? I tried searching for terms like "MonsterAttributesMonsterGeneric" to try to figure out which monsters were which type but nothing came up from the search.

EDIT:
In the "MonsterArchetypes" file I found it points to classes, in the classes.gdb file. In there it mentions stat increases per level. Most of the monsters point to "ClassMonsterGeneric" which only gains one of each stat per level. Would this stat support decimals, say changing intelligence to a .5 gain per level? Or is it integer only?

EDIT2:
When adding entries (like a map shader to gates mentioned above) I don't need to use the override command, right? Or should I anyway?
Nevermind, I tried both ways, not getting any difference yet to the gate shader, I suspect I'm missing an option. Here's what I got so far, just trying to use the same door options to make something look different, but it's not changing. I've tried both the 1 and 0 for UseMapShaderWhenSolid, and deleting it.
Code:
QOLObjectGate overrides ObjectGate
{
	MapShader	Textures/UI/minimap/mapDoor.tga
	UseMapShaderWhenSolid	1
}

Last edited by fulano5321 : 11-20-2019 at 03:59 PM.
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