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Poo Bear Pod Team


Joined: 14 Oct 2002 Posts: 4121 Location: Sheffield, UK

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Posted: Fri Dec 21, 2007 10:53 am Post subject: Ghost hacking rooms |
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Let start by making a couple of normal empty connected rooms. We'll make a room group called "normal" and add two rooms "r1" and "r2". Put in a couple of doors and connect them together, then add a player start point (an asimov) to one room. Hit shift-s to save the world and then run it to make sure it's all working.
Run the game. Check. Take a backup copy from mydocuments\mrrobot\data\user\ad000 and keep it safe.
Now create a new room group called "netspace" - it MUST be called exactly that.
Add a room to netspace called "hack1" (be careful, make sure the room goes in the right group!). We'll make it a small 10x10x10 room.
Switch to "static" components and select the "netspace" group. These are all the bits we need to make a ghost hacking room. First to do is put the floor down, use the "fill plane" button to stick a floor across the bottom of the whole room.
Then place a terminal in the middle of the floor, just sat on top. This is our point of entry/exit when playing.
Use alternating "bus" + "bridge" to make paths snaking out to nearby components. Something like this:
You can toggle F1 to switch from the normal 45deg isometric camera to straight down camera. Makes it easier to see what's going on in ghost hacking rooms.
Now go back to "r1" and add a dynamic object, the "login console". You should be prompted for a "maproom" so type in "hack1".
Don't forget to hit shift-s to save everything.
Exit the editor (or task switch away) and then open mydocuments\mrrobot\data\user\ad000\ folder where this new level is stored. Note that if you've made other uder adventures already it might called ad001 or ad002, etc.
Open the games.config file and change the line called roomgroups so it reads "roomgroups 1,2". This lets the game know it should loading roomgroup 1 "normal" and roomgroup2 "netspace". Save it out.
Now find a folder in mydocuments\mrrobot\data\user\ad000\ or wherever it's been saved, called "ghost". Inside there should be a folder called "maps". In here create a text file called "hack1.config". Here you will setup what kind of battles and loot are to be found.
This example is from late in MrRobot. The loot section describes things you might find, being a late ghost hack there is all kinds of powerful loot in this hack.
Code: |
loot0
{
type ENERGON3 //what is it?
total_instances -1 //how many are there, -1 means infinite supply
respawn yes //does the loot reappear if you leave and come back
}
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The remaining blocks specify each type of location in the hack (the little buildings you visit) and what can be found at each one.
Code: |
{
location Tower //this name matches the items you put in the room
group0
{
probability 100 //the % chance of a battle
loot0 6,70 //the index of a bit of loot and % chance of getting it if you win
loot1 7,70 //we can add more than one potential prize
loot2 8,100
loot3 9,90
number 1 //we can limit how many encounters are allowed, optional
respawn no //we can prevent this encounter happening if we leave the hack and come back, optional
objective true //this could be a key encounter needed to complete the hack, optional
e0
{
enemy SCRAMBLER_ADULT //type of enemy
min_max 3,3 //there will be between min and max of them in the fight
}
e1
{
enemy MAGE_NOVICE
min_max 2,3
}
e2
{
enemy HEALER
min_max 1,2
}
}
} |
Here is a complete example config file taken from MrRobot:
Code: |
default_loot
{
loot0
{
type ENERGON3
total_instances -1
respawn yes
}
loot1
{
type ITEM_ENERGY_RESTORE4
total_instances -1
respawn yes
}
loot2
{
type ITEM_POWER_RESTORE4
total_instances -1
respawn yes
}
loot3
{
type ABILITY
total_instances 3
respawn no
}
loot4
{
type ICE_MEDIUM_CORE
total_instances 5
respawn no
}
loot5
{
type ICE_MEDIUM_PROBE
total_instances 5
respawn no
}
loot6
{
type ICE_MEDIUM_SHIELD
total_instances 5
respawn no
}
loot7
{
type ICE_MEDIUM_MIND
total_instances 5
respawn no
}
loot8
{
type IB_TRANSGENIC
total_instances 3
respawn no
}
loot9
{
type ITEM_GRENADE4
total_instances -1
respawn yes
}
}
{
//an empty encounter means there isn't one, ever
location Terminal
}
{
location Switch
group0
{
probability 10
loot0 0,80
loot1 1,80
e0
{
enemy SCRAMBLER_ADULT
min_max 1,2
}
}
}
{
location RAM
group0
{
probability 20
loot0 3,80
loot1 4,80
e0
{
enemy SCRAMBLER_ADULT
min_max 1,3
}
}
}
{
location DataStore
group0
{
probability 30
loot0 1,70
loot1 2,70
e0
{
enemy SCRAMBLER_FIRE
min_max 1,2
}
}
}
{
location DSP
group0
{
probability 60
loot0 3,70
loot1 4,70
e0
{
enemy SCRAMBLER_ADULT
min_max 1,3
}
e1
{
enemy SCRAMBLER_FIRE
min_max 1,1
}
}
}
{
location CPU
group0
{
probability 60
loot0 4,70
loot1 5,70
e0
{
enemy SCRAMBLER_ADULT
min_max 3,4
}
}
}
{
location GPU
group0
{
probability 60
loot0 6,75
loot1 7,70
e0
{
enemy SCRAMBLER_ADULT
min_max 2,3
}
e1
{
enemy MAGE_NOVICE
min_max 1,1
}
}
}
{
location PowerCoil
group0
{
probability 80
loot0 6,70
loot1 7,70
loot2 9,90
e0
{
enemy SCRAMBLER_ADULT
min_max 3,3
}
e1
{
enemy SCRAMBLER_FIRE
min_max 2,2
}
e2
{
enemy MAGE_NOVICE
min_max 1,1
}
}
}
{
location FPU
group0
{
probability 80
loot0 6,70
loot1 7,70
e0
{
enemy SCRAMBLER_ADULT
min_max 3,3
}
e1
{
enemy SCRAMBLER_FIRE
min_max 2,2
}
e2
{
enemy MAGE_GRAND
min_max 1,1
}
}
}
{
location Tower
group0
{
probability 100
loot0 6,70
loot1 7,70
loot2 8,100
loot3 9,90
number 1
respawn no
objective true
e0
{
enemy SCRAMBLER_ADULT
min_max 3,3
}
e1
{
enemy MAGE_NOVICE
min_max 2,3
}
e2
{
enemy HEALER
min_max 1,2
}
}
}
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Always make sure you have that empty encounter for the terminal, there is never meant to be a fight there but it's needed.
To start with just paste that example config text in, just to get things working. Once it works you can trim it down if you need to reduce what the player is getting.
Remember - do one thing at once, save, make a backup, then test it works. If the game crashes, undo what you just did and check everything.
This adventure should have already been tested, so we can just hit continue and jump back in. Walk up to the login console and press fire2 and it should work.
<phew!>
Last edited by Poo Bear on Fri Dec 28, 2007 7:59 pm; edited 1 time in total |
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Crussh

Joined: 25 Jan 2007 Posts: 151 Location: Sweden

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Posted: Fri Dec 21, 2007 1:41 pm Post subject: |
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Nice, but the game explodes when i try to start the hack >__< |
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Poo Bear Pod Team


Joined: 14 Oct 2002 Posts: 4121 Location: Sheffield, UK

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Posted: Fri Dec 21, 2007 3:14 pm Post subject: |
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Doh! I kind of suspected you'd say that, making ghost hacks isn't that user friendly.
Unless I've forgotten something it should have worked.
Here are the files I made all inside an "ad000" folder, remember, if you've already got some folders in there extract this somewhere else and put it in the next free folder i.e. "ad001",etc.
http://www.moonpod.com/board/images/misc/ad000.zip
It definitely works for me - honest  |
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Blizgerg
Joined: 09 Jan 2005 Posts: 155 Location: The Planet Stinky Socks

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Posted: Fri Dec 21, 2007 4:53 pm Post subject: |
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First off I have to take a moment to express my feelings on the subject of finding out how to make a ghost hack.
YAY!!!!!! YAY!~!!!!
Now that that is out of the way...
I downloaded the zip file and tested it out and it seemed to work fine.
Now to start playing with this new information! |
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Crussh

Joined: 25 Jan 2007 Posts: 151 Location: Sweden

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Posted: Fri Dec 21, 2007 7:16 pm Post subject: |
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Maybe it has something to do that my computer cant open web configuration files? Your adventure worked but the ghost hack was impossible. |
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Blizgerg
Joined: 09 Jan 2005 Posts: 155 Location: The Planet Stinky Socks

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Posted: Mon Dec 24, 2007 8:21 pm Post subject: |
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I would like to ask for a list of all enemies names and loot names that you can place in the ghost hack config file. I have already come up with a list of some of the names of the stuff that you can put into the lockers but I know it isn't complete. I was able to guess all these with a little help from a hex viewer.
I was able to figure out that the little scramblers are called SCRAMBLER_GRUB.
I'll go ahead and paist my list here:
Code: |
drop_type drop_data
EXTEND number energon
ICE ICE_BASIC_MIND
ICE ICE_BASIC_SHIELD
ICE ICE_BASIC_CORE
ICE ICE_BASIC_PROBE
ICE ICE_MEDIUM_MIND
ICE ICE_MEDIUM_SHIELD
ICE ICE_MEDIUM_CORE
ICE ICE_MEDIUM_PROBE
ICE ICE_ADV_MIND
ICE ICE_ADV_SHIELD
ICE ICE_ADV_CORE
ICE ICE_ADV_PROBE
ICE ICE_SPCL_MIND AKA energy mind/shield/core/probe
ICE ICE_SPCL_SHIELD
ICE ICE_SPCL_CORE
ICE ICE_SPCL_PROBE
ICE ICE_SECURITY_MIND
ICE ICE_SECURITY_SHIELD
ICE ICE_SECURITY_CORE
ICE ICE_SECURITY_PROBE
ICE ICE_CHIP_SHIELD
ICE ICE_BICHIP_SHIELD
ICE ICE_TRICHIP_SHIELD
ICE_BREAKER IB_TROJAN
ICE_BREAKER IB_MACRO
ICE_BREAKER IB_VIRUS
ICE_BREAKER IB_VIRUS2
ICE_BREAKER IB_WORM
ICE_BREAKER IB_TRANSGENIC
ITEM ITEM_ENERGY_RESTORE1
ITEM ITEM_ENERGY_RESTORE2
ITEM ITEM_ENERGY_RESTORE3
ITEM ITEM_ENERGY_RESTORE4
ITEM ITEM_GRENADE1
ITEM ITEM_GRENADE2
ITEM ITEM_GRENADE3
ITEM ITEM_GRENADE4
ITEM ITEM_POWER_RESTORE1
ITEM ITEM_POWER_RESTORE2
ITEM ITEM_POWER_RESTORE3
ITEM ITEM_POWER_RESTORE4
ITEM ITEM_STAT_BOOST
ITEM ITEM_ICE_SHIELD
ITEM ITEM_PROG_SHIELD
ITEM ITEM_REBOOT_LEVEL1
ITEM ITEM_GETAWAY
ITEM ITEM_EXIT
UPGRADE ABILITY
UPGRADE POWER_DRAIN
UPGRADE ENERGY_DRAIN
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Stuff you find lying around in the level and in lockers, seems mostly the same as the loot list for hacking.
Code: |
KEY BLUE
KEY RED
KEY YELLOW
KEY ORANGE
FLUFF SAMSON1
FLUFF SAMSON2
FLUFF MOTIVATOR
FLUFF VACUUM
FLUFF SHUTTLE
ICE ICE_CHIP_SHIELD
ICE ICE_BASIC_SHIELD
ICE ICE_MEDIUM_SHIELD
ICE ICE_ADV_SHIELD
ICE ICE_SPCL_SHIELD
ICE ICE_SECURITY_SHIELD
ICE ICE_BICHIP_SHIELD
ICE ICE_TRICHIP_SHIELD
ICE ICE_BASIC_PROBE
ICE ICE_MEDIUM_PROBE
ICE ICE_ADV_PROBE
ICE ICE_SPCL_PROBE
ICE ICE_SECURITY_PROBE
ICE ICE_BASIC_MIND
ICE ICE_MEDIUM_MIND
ICE ICE_ADV_MIND
ICE ICE_SPCL_MIND
ICE ICE_SECURITY_MIND
ICE ICE_BASIC_CORE
ICE ICE_MEDIUM_CORE
ICE ICE_ADV_CORE
ICE ICE_SPCL_CORE
ICE ICE_SECURITY_CORE
ICE_BREAKER IB_VIRUS
ICE_BREAKER IB_VIRUS2
ICE_BREAKER IB_WORM
ICE_BREAKER IB_TROJAN
ICE_BREAKER IB_MACRO
ICE_BREAKER IB_TRANSGENIC
1 EXTEND //energon
UPGRADE ABILITY
UPGRADE POWER_DRAIN
UPGRADE ENERGY_DRAIN
ITEM ITEM_ENERGY_RESTORE1
ITEM ITEM_ENERGY_RESTORE2
ITEM ITEM_ENERGY_RESTORE3
ITEM ITEM_ENERGY_RESTORE4
ITEM ITEM_REBOOT_LEVEL1
ITEM ITEM_POWER_RESTORE1
ITEM ITEM_POWER_RESTORE2
ITEM ITEM_POWER_RESTORE3
ITEM ITEM_POWER_RESTORE4
ITEM ITEM_GRENADE1
ITEM ITEM_GRENADE2
ITEM ITEM_GRENADE3
ITEM ITEM_GRENADE4
ITEM ITEM_GETAWAY
ITEM ITEM_EXIT
ITEM ITEM_ICE_SHIELD
ITEM ITEM_PROG_SHIELD
ITEM ITEM_STAT_BOOST
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Ghosts
Code: |
GHOST_AVATAR ALL_PURPOSE_SERVITOR
GHOST_AVATAR SERVICE_DROID
GHOST_AVATAR SECURITY_BOT
GHOST_AVATAR COMMS_MECH
GHOST_AVATAR HEAVY_LIFTER
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Ghost hack enemies
Code: |
SCRAMBLER_GRUB
SCRAMBLER_ADULT
SCRAMBLER_FIRE
MAGE_NOVICE
MAGE_GRAND
HEALER
HEALER_ADV
THIEF_MASTER
HEL
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Can I give ghost avatars as loot from a hack encounter? How about keys?
I am trying to emplement my own rather low level ghost hack. I found that if I tried to create the file peacemeal by c&p code from the poos post it didn't do anything but if I took the config file from the zip file and edited it slightly it ether works or works with some assert errors.
On a side note: shouldn't this thread be sticky? |
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Poo Bear Pod Team


Joined: 14 Oct 2002 Posts: 4121 Location: Sheffield, UK

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Posted: Fri Jan 04, 2008 5:40 pm Post subject: |
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I've edited your list, which was almost complete really. |
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Dotz

Joined: 11 Mar 2009 Posts: 3 Location: Fighting Programs

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Posted: Sat Mar 14, 2009 12:35 am Post subject: |
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you should put notes that say the name of each item/enemy. unless its obvious.
I find this kinda user unfriendly. It's like, you make a level, then you make the netspace, then you make the hacks (it's fine) but at this point it gets odd. then you have to close the editor(save) and open a txt document, and type in all of the code of each enemy you encounter, what rewards you get, and other stuff. Then you have to use some sort of parameter thing to get it to detect the hack.
This kinda stuff always makes me wonder if anyone can use the user unfriendly stuff (like C++) |
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Poo Bear Pod Team


Joined: 14 Oct 2002 Posts: 4121 Location: Sheffield, UK

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Posted: Sun Mar 15, 2009 8:49 am Post subject: |
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Yeh, sorry it was for our own use really and then it kind of escaped into the world at large  |
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Zanpakuto

Joined: 07 Dec 2010 Posts: 6 Location: Oeiras, Portugal

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Posted: Wed Dec 08, 2010 9:19 pm Post subject: Re: Ghost hacking rooms |
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Poo Bear wrote: | Let start by making a couple of normal empty connected rooms. We'll make a room group called "normal" and add two rooms "r1" and "r2". Put in a couple of doors and connect them together, then add a player start point (an asimov) to one room. Hit shift-s to save the world and then run it to make sure it's all working.
Run the game. Check. Take a backup copy from mydocuments\mrrobot\data\user\ad000 and keep it safe.
Now create a new room group called "netspace" - it MUST be called exactly that.
Add a room to netspace called "hack1" (be careful, make sure the room goes in the right group!). We'll make it a small 10x10x10 room.
Switch to "static" components and select the "netspace" group. These are all the bits we need to make a ghost hacking room. First to do is put the floor down, use the "fill plane" button to stick a floor across the bottom of the whole room.
Then place a terminal in the middle of the floor, just sat on top. This is our point of entry/exit when playing.
Use alternating "bus" + "bridge" to make paths snaking out to nearby components. Something like this:
[html]<img src='http://www.moonpod.com/board/images/misc/hack.jpg' alt='My first ghost hack'>[/html]
You can toggle F1 to switch from the normal 45deg isometric camera to straight down camera. Makes it easier to see what's going on in ghost hacking rooms.
Now go back to "r1" and add a dynamic object, the "login console". You should be prompted for a "maproom" so type in "hack1".
Don't forget to hit shift-s to save everything.
Exit the editor (or task switch away) and then open mydocuments\mrrobot\data\user\ad000\ folder where this new level is stored. Note that if you've made other uder adventures already it might called ad001 or ad002, etc.
Open the games.config file and change the line called roomgroups so it reads "roomgroups 1,2". This lets the game know it should loading roomgroup 1 "normal" and roomgroup2 "netspace". Save it out.
Now find a folder in mydocuments\mrrobot\data\user\ad000\ or wherever it's been saved, called "ghost". Inside there should be a folder called "maps". In here create a text file called "hack1.config". Here you will setup what kind of battles and loot are to be found.
This example is from late in MrRobot. The loot section describes things you might find, being a late ghost hack there is all kinds of powerful loot in this hack.
Code: |
loot0
{
type ENERGON3 //what is it?
total_instances -1 //how many are there, -1 means infinite supply
respawn yes //does the loot reappear if you leave and come back
}
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The remaining blocks specify each type of location in the hack (the little buildings you visit) and what can be found at each one.
Code: |
{
location Tower //this name matches the items you put in the room
group0
{
probability 100 //the % chance of a battle
loot0 6,70 //the index of a bit of loot and % chance of getting it if you win
loot1 7,70 //we can add more than one potential prize
loot2 8,100
loot3 9,90
number 1 //we can limit how many encounters are allowed, optional
respawn no //we can prevent this encounter happening if we leave the hack and come back, optional
objective true //this could be a key encounter needed to complete the hack, optional
e0
{
enemy SCRAMBLER_ADULT //type of enemy
min_max 3,3 //there will be between min and max of them in the fight
}
e1
{
enemy MAGE_NOVICE
min_max 2,3
}
e2
{
enemy HEALER
min_max 1,2
}
}
} |
Here is a complete example config file taken from MrRobot:
Code: |
default_loot
{
loot0
{
type ENERGON3
total_instances -1
respawn yes
}
loot1
{
type ITEM_ENERGY_RESTORE4
total_instances -1
respawn yes
}
loot2
{
type ITEM_POWER_RESTORE4
total_instances -1
respawn yes
}
loot3
{
type ABILITY
total_instances 3
respawn no
}
loot4
{
type ICE_MEDIUM_CORE
total_instances 5
respawn no
}
loot5
{
type ICE_MEDIUM_PROBE
total_instances 5
respawn no
}
loot6
{
type ICE_MEDIUM_SHIELD
total_instances 5
respawn no
}
loot7
{
type ICE_MEDIUM_MIND
total_instances 5
respawn no
}
loot8
{
type IB_TRANSGENIC
total_instances 3
respawn no
}
loot9
{
type ITEM_GRENADE4
total_instances -1
respawn yes
}
}
{
//an empty encounter means there isn't one, ever
location Terminal
}
{
location Switch
group0
{
probability 10
loot0 0,80
loot1 1,80
e0
{
enemy SCRAMBLER_ADULT
min_max 1,2
}
}
}
{
location RAM
group0
{
probability 20
loot0 3,80
loot1 4,80
e0
{
enemy SCRAMBLER_ADULT
min_max 1,3
}
}
}
{
location DataStore
group0
{
probability 30
loot0 1,70
loot1 2,70
e0
{
enemy SCRAMBLER_FIRE
min_max 1,2
}
}
}
{
location DSP
group0
{
probability 60
loot0 3,70
loot1 4,70
e0
{
enemy SCRAMBLER_ADULT
min_max 1,3
}
e1
{
enemy SCRAMBLER_FIRE
min_max 1,1
}
}
}
{
location CPU
group0
{
probability 60
loot0 4,70
loot1 5,70
e0
{
enemy SCRAMBLER_ADULT
min_max 3,4
}
}
}
{
location GPU
group0
{
probability 60
loot0 6,75
loot1 7,70
e0
{
enemy SCRAMBLER_ADULT
min_max 2,3
}
e1
{
enemy MAGE_NOVICE
min_max 1,1
}
}
}
{
location PowerCoil
group0
{
probability 80
loot0 6,70
loot1 7,70
loot2 9,90
e0
{
enemy SCRAMBLER_ADULT
min_max 3,3
}
e1
{
enemy SCRAMBLER_FIRE
min_max 2,2
}
e2
{
enemy MAGE_NOVICE
min_max 1,1
}
}
}
{
location FPU
group0
{
probability 80
loot0 6,70
loot1 7,70
e0
{
enemy SCRAMBLER_ADULT
min_max 3,3
}
e1
{
enemy SCRAMBLER_FIRE
min_max 2,2
}
e2
{
enemy MAGE_GRAND
min_max 1,1
}
}
}
{
location Tower
group0
{
probability 100
loot0 6,70
loot1 7,70
loot2 8,100
loot3 9,90
number 1
respawn no
objective true
e0
{
enemy SCRAMBLER_ADULT
min_max 3,3
}
e1
{
enemy MAGE_NOVICE
min_max 2,3
}
e2
{
enemy HEALER
min_max 1,2
}
}
}
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Always make sure you have that empty encounter for the terminal, there is never meant to be a fight there but it's needed.
To start with just paste that example config text in, just to get things working. Once it works you can trim it down if you need to reduce what the player is getting.
Remember - do one thing at once, save, make a backup, then test it works. If the game crashes, undo what you just did and check everything.
This adventure should have already been tested, so we can just hit continue and jump back in. Walk up to the login console and press fire2 and it should work.
<phew!> |
Hi, I'm trying to make my own loot/location file, but I can't make the enemies drop anything besides energon or energy restore4, since I'm trying to create a training/colosseum map, it would be fundamental to have multiple types of drops, according to the difficulty level...
I only started this map today but I was hoping to finish it by this weekend...
The idea is to make a tower shaped map, that is:
-The user must hack a panel and defeat every single cell, terminating the hack, unlocking the door;
-The purpose would be to reach the final room (wanted to make around 100 rooms, but I think it will be impossible, I'll still try though);
-Starting with only 1 bot and gaining one each 5/10 levels ^^;
-Setting up a shop every 10/20 levels, to upgrade yourself with non-dropping goodies or to sell unneeded upgrades;
-The hack maps would be rather linear, nothing tricky, but with plenty of enemies and they would reset when exited;
-Have a training camp every 50 levels, already existing one in the beginning.
This is pretty much it!
This is my hack1.config file:
default_loot
{
}
loot0
{
type ITEM_ENERGY_RESTORE4
total_instances -1
respawn yes
}
loot1
{
type ABILITY
total_instances -1
respawn yes
}
loot2
{
type ICE_MEDIUM_CORE
total_instances -1
respawn yes
}
loot3
{
type ICE_MEDIUM_PROBE
total_instances -1
respawn yes
}
loot4
{
type ICE_MEDIUM_SHIELD
total_instances -1
respawn yes
}
loot5
{
type ICE_MEDIUM_MIND
total_instances -1
respawn yes
}
loot6
{
type ICE_ADV_CORE
total_instances -1
respawn yes
}
loot7
{
type ICE_ADV_PROBE
total_instances -1
respawn yes
}
loot8
{
type ICE_ADV_SHIELD
total_instances -1
respawn yes
}
loot9
{
type ICE_ADV_MIND
total_instances -1
respawn yes
}
loot10
{
type IB_VIRUS2
total_instances -1
respawn yes
}
loot11
{
type IB_WORM
total_instances -1
respawn yes
}
loot12
{
type IB_TROJAN
total_instances -1
respawn yes
}
loot13
{
type POWER_DRAIN
total_instances -1
respawn yes
}
loot14
{
type ENERGY_DRAIN
total_instances -1
respawn yes
}
loot15
{
type ITEM_REBOOT_LEVEL1
total_instances -1
respawn yes
}
}
{
//an empty encounter means there isn't one, ever
location Terminal
}
{
location Switch
group0
{
probability 100
loot0 1,00
loot1 1,00
loot2 1,00
loot3 1,00
loot4 1,00
loot5 1,00
number 9
respawn yes
objective false
e0
{
enemy SCRAMBLER_ADULT
min_max 2,3
}
}
}
{
location Tower
group0
{
probability 100
loot6 1,00
loot7 1,00
loot8 1,00
loot9 1,00
loot10 1,00
loot11 1,00
loot12 1,00
loot13 1,00
loot14 1,00
loot15 1,00
number 9
respawn yes
objective false
e0
{
enemy SCRAMBLER_ADULT
min_max 3,3
}
e1
{
enemy MAGE_NOVICE
min_max 2,3
}
e2
{
enemy HEALER
min_max 1,2
}
}
}
I still need to know:
-How to set up doors to only unlock when sucessfully hacking the console;
-Hot to set up a shop with only certain goodies;
-A few other things that I can't think of. ^^
Any suggestions are welcomed, if a tutorial on how to do any of these, please just direct me to it, and if you see something impossible in the above mentioned things, please inform me and I'll do my best to correct it. ^^ |
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Poo Bear Pod Team


Joined: 14 Oct 2002 Posts: 4121 Location: Sheffield, UK

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Posted: Thu Dec 09, 2010 10:03 am Post subject: |
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The thing I always say to people is to start simple, no, simpler than that, really simple. Make something so simple it can't possibly fail to work, then back that up and make something a bit more complex. After 4 or 5 maps you'll be more familiar with what works and what doesn't.
I'll just go and remind myself how it all works  |
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Poo Bear Pod Team


Joined: 14 Oct 2002 Posts: 4121 Location: Sheffield, UK

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Posted: Thu Dec 09, 2010 11:45 am Post subject: |
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I think the ****** config file loader is getting confused by all the trailing spaces in the hack1.config
Open it in notepad, check each line of text doesn't have any spaces on the end, just delete them.
To make a successful hack open a door means writing lua scripts and checking in them to see if you met the objective. I can go through and work up an example if you get that far. |
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Zanpakuto

Joined: 07 Dec 2010 Posts: 6 Location: Oeiras, Portugal

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Posted: Thu Dec 09, 2010 2:02 pm Post subject: |
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Poo Bear wrote: | The thing I always say to people is to start simple, no, simpler than that, really simple. Make something so simple it can't possibly fail to work, then back that up and make something a bit more complex. After 4 or 5 maps you'll be more familiar with what works and what doesn't.
I'll just go and remind myself how it all works  |
I'm currently just testing the things I want to use on my map in a small 3 rooms map^^
Poo Bear wrote: | I think the ****** config file loader is getting confused by all the trailing spaces in the hack1.config
Open it in notepad, check each line of text doesn't have any spaces on the end, just delete them.
To make a successful hack open a door means writing lua scripts and checking in them to see if you met the objective. I can go through and work up an example if you get that far. |
Ok, thank you, (I'll have to learn a bit about lua though XD).
You're right the config file had some spaces were it shouldn't have.
But I still can't make 100% chance encounters...
And the only loot I'm getting is energon and energy restore 4 (does the loot we can get have anything to do with the location)
Btw, is there a limit to the loot numbers? (like 0-10 or 0-20?) and what does the line group0 in the locations stand for?
Thanks for your time ^^ |
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Poo Bear Pod Team


Joined: 14 Oct 2002 Posts: 4121 Location: Sheffield, UK

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Posted: Fri Dec 10, 2010 10:21 am Post subject: |
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Sorry it's awkward, these tools were made for me to make the game and only got released by popular demand. They should really have been made easier to use. Anyway...
You can add lines to specify what treasure will drop:
loot0 1,80
loot1 4,10
loot2 6,5
loot3 9,5
etc
The two numbers that follow 'loot0' identify the bit of loot to drop and the probability of it dropping. So 'loot0 0,100' would mean that if you win the fight then you will ALWAYS get loot item 0 (the first item of loot specified at the start of the file.
Here is an example that always causes a battle to start whenever you cross a 'RAM' module. Note 'probability 100' means a fight always starts with a SCRAMBLER. If you win this fight there is an 80% chance you will get loot item 3 and 4 as a reward, remember that refers to the list of all loot at the top of the file.
Example:
Code: | {
location RAM
group0
{
probability 100
loot0 3,80
loot1 4,80
e0
{
enemy SCRAMBLER_ADULT
min_max 1,3
}
}
}
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'group0' - the idea there was you could have multiple groups on a location, one group with a high probability that was easy, and maybe another one 'group1' that was a low probability, but maybe had really tough enemies and a rare bit of loot. In truth that feature was never used, it seemed a bit overkill.
There shouldn't be a limit to loot numbers, I've never pushed it that high, but there is no hard coded limit. |
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Zanpakuto

Joined: 07 Dec 2010 Posts: 6 Location: Oeiras, Portugal

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Posted: Fri Dec 10, 2010 4:44 pm Post subject: |
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Poo Bear wrote: | Sorry it's awkward, these tools were made for me to make the game and only got released by popular demand. They should really have been made easier to use. Anyway...
You can add lines to specify what treasure will drop:
loot0 1,80
loot1 4,10
loot2 6,5
loot3 9,5
etc
The two numbers that follow 'loot0' identify the bit of loot to drop and the probability of it dropping. So 'loot0 0,100' would mean that if you win the fight then you will ALWAYS get loot item 0 (the first item of loot specified at the start of the file.
Here is an example that always causes a battle to start whenever you cross a 'RAM' module. Note 'probability 100' means a fight always starts with a SCRAMBLER. If you win this fight there is an 80% chance you will get loot item 3 and 4 as a reward, remember that refers to the list of all loot at the top of the file.
Example:
Code: | {
location RAM
group0
{
probability 100
loot0 3,80
loot1 4,80
e0
{
enemy SCRAMBLER_ADULT
min_max 1,3
}
}
}
|
'group0' - the idea there was you could have multiple groups on a location, one group with a high probability that was easy, and maybe another one 'group1' that was a low probability, but maybe had really tough enemies and a rare bit of loot. In truth that feature was never used, it seemed a bit overkill.
There shouldn't be a limit to loot numbers, I've never pushed it that high, but there is no hard coded limit. |
I've just noticed my mistake^^ You see were you said the loot number goes? I mistoke the way it was written^^ It's working now! Thanks for your hard work!
If you have some time I would love to make some shops for my levels ^^ |
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