Staredit Network > Forums > Modding Assistance > Topic: Two firegraft plugin requests
Two firegraft plugin requests
Apr 17 2017, 8:04 am
By: Pr0nogo
Pages: 1 2 34 >
 

Apr 17 2017, 8:04 am Pr0nogo Post #1



EDIT: I have updated my requests. The project will be finished within the next few weeks and I am in need of the following:

CONSUME:
-Must heal hit points for a value pulled from an unused weapon (e.g. Weapon ID 117)
-Otherwise, must behave as normal

INFESTED DURAN:
-Must regenerate energy faster after an unused upgrade has been researched (e.g. Upgrade ID 18)
-The upgrade will have 2 levels to it
-The energy regen values should be as follows:
No upgrade - standard regen speed
1 upgrade - 1.5x regen speed
2 upgrades - 2x regen speed

Please let me know if you are able to help. Thanks!

Old OP


Post has been edited 1 time(s), last time on May 9 2017, 6:54 am by Pr0nogo.




Apr 17 2017, 8:47 pm Voyager7456 Post #2

Responsible for my own happiness? I can't even be responsible for my own breakfast

Shouldn't be difficult. If I remember correctly, KYSXD has the source for a windowed mode plugin available on GitHub: https://github.com/KYSXD/GPTP-For-VS2008

The Consume change is very easy. Do you have an unused weapon ID? I think the easiest way to allow you to tweak it outside of the plugin would be to read the damage value from an entry in weapons.dat or something.



all i am is a contrary canary
but i'm crazy for you
i watched you cradling a tissue box
sneezing and sniffling, you were still a fox


Modding Resources: The Necromodicon [WIP] | Mod Night
My Projects: SCFC | ARAI | Excision [WIP] | SCFC2 [BETA] | Robots vs. Humans | Leviathan Wakes [BETA]


Apr 17 2017, 9:47 pm Pr0nogo Post #3



I'll check out the wmode plugin, thanks.

I have plenty of unused weapon IDs, such as 117 through 129. Would it just read the damage value and convert it to a healing value?




Apr 17 2017, 11:09 pm Voyager7456 Post #4

Responsible for my own happiness? I can't even be responsible for my own breakfast

Quote from Pr0nogo
I'll check out the wmode plugin, thanks.

I have plenty of unused weapon IDs, such as 117 through 129. Would it just read the damage value and convert it to a healing value?

Yeah, something like this should work, I think:

Code
            if(!(target->status & UnitStatus::IsHallucination)) {

                u16 energyMax = attacker->getMaxEnergy();

                if((energyMax - attacker->energy) > 12800) //12800 is 50 energy ingame
                    attacker->energy = energyMax;
                else
                    attacker->energy += 12800;

                int healthRestored = weapons_dat::DamageAmount[WeaponId::GaussRifle13_Unused] * 256;
                if(units_dat::MaxHitPoints[attacker->id] - attacker->hitPoints < healthRestored) {
                    attacker->hitPoints = units_dat::MaxHitPoints[attacker->id];
                }
                else {
                    attacker->hitPoints += healthRestored;
                }

            }




all i am is a contrary canary
but i'm crazy for you
i watched you cradling a tissue box
sneezing and sniffling, you were still a fox


Modding Resources: The Necromodicon [WIP] | Mod Night
My Projects: SCFC | ARAI | Excision [WIP] | SCFC2 [BETA] | Robots vs. Humans | Leviathan Wakes [BETA]


Apr 18 2017, 12:30 am Sand Wraith Post #5

she/her

if you're still working with Neiv's reverse-engineering project I would recommend that checking if they have worked on Consume.

Failing that, use sigorder instead and check the unit's order signal for the same value.




Apr 18 2017, 2:33 am Pr0nogo Post #6



I know nothing about coding or compiling prewritten code into a working plugin that functions without harming other plugins. I am working with smart rally and auto-repair on idle plugins written as part of a Quality of Life mod from a few years back (don't remember the author's name). Is there a guide somewhere that would walk me through the compilation process so I can test Voyager's prewritten code?




Apr 18 2017, 2:34 am Dem0n Post #7

ᕕ( ᐛ )ᕗ

For the windowed mode, this is by no means a solution, but if you're not able to get a plugin to work, there is a way for you to get windowed mode working regardless:

- Rename the mod's executable to Path_Rt.mpq
- Put it in the Starcraft directory (back up the original one)
- Load the game from MCA launcher/Chaos launcher/etc

It's inconvenient, but it is a way to play mods in windowed mode.




Apr 18 2017, 2:44 am Pr0nogo Post #8



Does this method work even for firegraft executables with plugins, or does it only function with SEMPQs created using MPQDraft?




Apr 18 2017, 4:58 am Corbo Post #9

ALL PRAISE YOUR SUPREME LORD CORBO

Here you go.

Use WeaponID 117.


Windowed mode: http://www.staredit.net/topic/16685/

Attachments:
GPTP.qdp
Hits: 1 Size: 478.5kb

Post has been edited 1 time(s), last time on Apr 18 2017, 5:04 am by Corbo.



fuck you all

Apr 18 2017, 5:10 am Pr0nogo Post #10



Thanks! I hope it's bug free.

Does it read the healing value from the damage value of 117?

Edit: It displays text upon starting a map. Any way to remove this from my side?

Post has been edited 2 time(s), last time on Apr 18 2017, 5:21 am by Pr0nogo.




Apr 18 2017, 11:41 am Voyager7456 Post #11

Responsible for my own happiness? I can't even be responsible for my own breakfast

No, Corbo will have to do it.



all i am is a contrary canary
but i'm crazy for you
i watched you cradling a tissue box
sneezing and sniffling, you were still a fox


Modding Resources: The Necromodicon [WIP] | Mod Night
My Projects: SCFC | ARAI | Excision [WIP] | SCFC2 [BETA] | Robots vs. Humans | Leviathan Wakes [BETA]


Apr 18 2017, 1:12 pm Corbo Post #12

ALL PRAISE YOUR SUPREME LORD CORBO

Quote from Pr0nogo
Thanks! I hope it's bug free.

Does it read the healing value from the damage value of 117?

Edit: It displays text upon starting a map. Any way to remove this from my side?
Absolutely. It has many free bugs included.

Also, yes. It should. I tested it only to the point that it now healed 6. Which is the damage. I did not actually make a dat to test it.

Also, gptp does that. I can remove it. Will send.

EDIT: This should do it.

Attachments:
GPTP.qdp
Hits: 1 Size: 478kb

Post has been edited 1 time(s), last time on Apr 18 2017, 3:34 pm by Corbo.



fuck you all

Apr 18 2017, 7:57 pm Pr0nogo Post #13



Works as intended. Thanks very much!

Unless I have problems with windowed mode further down the line, I should be all set now.




Apr 19 2017, 2:20 am Pr0nogo Post #14



Since implementing the plugin, a marine attacking will crash the game. This does not occur without the plugin.




Apr 19 2017, 3:39 pm Corbo Post #15

ALL PRAISE YOUR SUPREME LORD CORBO

Cool.



fuck you all

Apr 19 2017, 7:30 pm Pr0nogo Post #16



Not at all. I need this crash fixed.




Apr 20 2017, 4:35 am Corbo Post #17

ALL PRAISE YOUR SUPREME LORD CORBO

Well, we can't always have everything we want now, can we?


There's no reason for the crash. Unless I had something else written that I do not remember that interefered with the plug in so I redownloaded and recompiled the plug in again. This is a fresh unmodified install and there is no reason for the plug in to crash when a marine attacks. If it continues it's on your side, really, something in your mod must be crashing when the plug in is on.

I've also thrown in KYSXD's code for the rally egg/cocoon thing and compiled it in this plug in. So have a go at that.

Attachments:
GPTP.qdp
Hits: 1 Size: 497.5kb



fuck you all

Apr 20 2017, 5:51 pm KYSXD Post #18



Corbo, I hope you are only including in the qdp the hooks you're using, not the entire project (AKA disable all the hooks you don't need in the initialize file).




Apr 20 2017, 6:19 pm Corbo Post #19

ALL PRAISE YOUR SUPREME LORD CORBO

I... am not :P



fuck you all

Apr 22 2017, 10:39 pm Pr0nogo Post #20



As the updated file is still not working, I've left you a message on discord. Thanks for your help.




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