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RELEASED Manufacturer's Touch 1.2.16

Weapons manufacturers now have an effect on randomly generated weapons.

  1. AlbertoRota

    AlbertoRota Scruffy Nerf-Herder

    Amazed to hear that, we are trying to make all the things as modular and reusable as possible to make initiatives like this one as easy as possible!
    If you tell me anything that will help you in this labor, i promise to give it a look and try to implement it so that anyone can benefit from it :nuruwink:
     
  2. Superepicgecko

    Superepicgecko Space Penguin Leader

    Thanks! Honestly one thing that would help me a lot is some sort of specialized color palette maker - as far as I can tell there are NO starbound specific palette programs. I don't expect you to make that however, I've asked a friend to look into it. If he produces something I find useful, I'll be sure to release it on the forums so you guys and any other interested parties can use it.
     
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  3. AlbertoRota

    AlbertoRota Scruffy Nerf-Herder

    I was referring to more specifically to "Manufacturer's touch" things, for example:
    • "Would be great to be able to make a manufacturer to only use X, Y or Z projectiles", that way i can make a laser specialist manufacturer!
    • "If can make a manufacturer to only use X, Y or Z gun parts, I can make "God Dame Flamethrowers" a new manufacturer!!!
    That kind of things, i can code them (Or similar things) and send them to Kitikira :nuruhappy:
     
  4. Superepicgecko

    Superepicgecko Space Penguin Leader


    I know haha. My point was that I can't think of anything I'd need from you guys currently, but I do appreciate your willingness to cooperate with other mod creators to give them the stuff they want.
     
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  5. AlbertoRota

    AlbertoRota Scruffy Nerf-Herder

    Kitikira, pull request done with the new "modular manufacturer scripts".
    Reworked manufacturer's are:
    • Xia-Li : As in previous posts.
    • Callox : As in previous posts.
    • Shade. Co. : Hiperion like weapons (Less remaining energy = more precision)
    • Rotik : Glanting gun like weapons(Less remaining energy = increased rate of fire)
    I'm now looking at "Manaticon", let me post here some ideas to see if they make any sense:
    • Incredibly decrease their damage, something like 1/4 or 1/5 of an standar weapon (Don't kill me yet, keep on reading!!!!:nurusad:)
    • Make new weapon elements, creatively named "firePlus", "electricPlus", "icePlus", "poisonPlus", and base Manaticon damage on status effects:
      • "firePlus" : Initial burning damage proportional to weapon damage, it increases the longer it's being applied (Kind of tuned down melting)
      • "electricPlus" : Chain reaction shock discharge!!! (Damage based on weapon damage)
      • "icePlus" : Initially weaker than vanilla ice, but the longer you have it applied, the further it slows you, till total immobilization.
      • "poisonPlus" : More virulent than vanilla poison, will spread to close entities like a plague.
    • All the status damage will be proportional to the damage of the weapon who applied it.
    • Perhaps, allow weapons to change between effects (Like adaptable crossbow), being the number of status determined by rarity:
      • Common weapons : Only Two status
      • Uncomon weapons : Three status
      • Rare weapons : All the four status
    Do that make any sense?
     
  6. Jareix Cryvix

    Jareix Cryvix The Waste of Time

    It will be difficult, as last I checked, status effects can't inherit damage factors from weapons. Just base it off of the stats of the targeted entity.
     
  7. AlbertoRota

    AlbertoRota Scruffy Nerf-Herder

    It's no sooo hard... on the init method:
    Code:
     -- Gives you the id of the shooter
    local shooterId = effect.sourceEntity()
    
    -- Gives you the itemDescriptor of the main weapon
    local weaponDescriptor = world.entityHandItemDescriptor(shooterId, "primary")
    Just that, two lines and you have it! :nurutease:

    I have double checked that everything is possible and within my own capabilities, if the idea makes sense, i will be the responsible of implementing it, no point in make my own life harder or in lying to you
     
    Last edited: Sep 11, 2016
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  8. Jareix Cryvix

    Jareix Cryvix The Waste of Time

    Where do people find these modifiers? I've no clue where to look for them, and have just been basing my knowledge off of the lua I've delved in.
     
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  9. AlbertoRota

    AlbertoRota Scruffy Nerf-Herder

    For this situation in particular:
    ...\Steam\steamapps\common\Starbound\doc\lua\statuseffect.md
    ...\Steam\steamapps\common\Starbound\doc\lua\world.md
    stats\effects\deathbomb\deathbomb.lua (For the "effect.sourceEntity()" script)
    world.entityHandItemDescriptor is not used in any vanilla file, so this one was harder.
    Try ... failure
    Try ... ... failure
    Try ... EPIC failure
    Try ... almost ... failure
    ... ... ...
    Try ... SUCCESS!!!! YEEEEEEEEEEAAAAAAAAAAAAAAHHHH!!!! SUCCESS!!!!
     
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  10. Jareix Cryvix

    Jareix Cryvix The Waste of Time

    Sweet! Thanks!
     
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  11. Kitikira

    Kitikira Phantasmal Quasar

    Yeah, editing and creating palettes can be a pain in Starbound. So far I've just been using a sheet like this to help me, and I just use a color picker to individually copy and paste each color into the file.

    [​IMG]
    (It's tiny, sorry about that)

    I've considered trying to create a quick Java program that will take a color palette in an image and create one that works for Starbound, but I've been too lazy so far.


    That script stuff is really cool, although I've been toying around with it because I've noticed a potential issue it could cause with other mods. My way is much uglier though, so I've been trying to find a nice commonplace between the two.

    I like all of the manufacturer stuff, and the Manaticon one is pretty cool, but it'd look like a pain to create. Getting Explosive and Physical damage types sorted out was a pain to do because of how many different files you need to create just to get one element working (creating patches for every weaponability that references elements, creating damage types for every melee weapon for that element, adding proper particles (even the color of the damage numbers is a particle), and creating new variants for every projectile that could spawn as the new element.

    Besides all the cool manufacturer stuff Alberto's been working on, the next update is mostly for the developer side. We're adding ways to do much more complicated stuff with manufacturers, such as this (in the uglier code I've been talking about for my version),

    Code:
    "rangedPrimaryAbility" : {
        "scripts" : [ "/items/buildscripts/manufacturer/gunRecoil.lua" ],
        "replaceScripts" : [
          {
            "script" : "/items/active/weapons/ranged/gun.lua",
            "replacement" : "/items/buildscripts/manufacturer/modifiableGun.lua"
          }
        ],
        "setVariables" : [
          {
            "variable" : "recoil",
            "value" : { "speed" : 200.0, "force" : 1500.0 }
          }
        ],
       
        "baseDpsMultiplier" : 1.15,
        "fireTimeMultiplier" : { //this one is really special! It instead uses a function to determine the fireTimeMultiplier in this case, the fire time is multiplied by a high number, which gets lower as the base fire time increases
          "evalFunction" : "calloxFireTimeMultiplier",
          "variable" : "fireTime"
        }
      }
    
    This includes adding new scripts to weapons, replacing already existing scripts on a weapon, adding new variables that those scripts can reference, and the ability to select what variable is used by a function, rather than just always using the corresponding variable.
     
  12. AlbertoRota

    AlbertoRota Scruffy Nerf-Herder

    I know... add a new element is TEDIOUS, that's the only thing holding me back, i don't wanted to spend hours doing it just to be rejected or to implement a BAD idea. :nurusad:
    The way I've been doing it, is editing vanilla ones, just to test that everything above is doable without it taking too much time.

    Since you have already added not just one, but two new elements to the game (Explosive and physical), could you write a minimal example?
    I mean a little micro-mod that only do one thing: Add one simple element to the game (Explosive for example) I haven't seen any simple practical example of how to do this.
    If you do it, consider adding it to [MR] Mad Doctors Experiments 2, so that anyone can use it ^^

    If you can, send mi a PM with the details, that way I can learn and avoid problems in the future :nuruwink:
     
  13. AlbertoRota

    AlbertoRota Scruffy Nerf-Herder

    Good news, regarding my previous post, I've been able to specify witch weapon parts a manufacturer should use.

    Code:
      "customWeaponParts" : {
        "sniperRifle" : {
          "butt" : {
            "path" : "mt_parts/callox/butt/<variant>.png",
            "variants" : 20,
            "paletteSwap" : true
          },
          "middle" : {
            "path" : "mt_parts/callox/middle/<variant>.png",
            "variants" : 9,
            "paletteSwap" : true
          },
          "barrel" : {
            "path" : "mt_parts/callox/barrel/<variant>.png",
            "variants" : 15,
            "paletteSwap" : true
          }
        }

    I've been using Superepicgecko's assets to test it, so I will wait for permission before posting any image or doing pull request.
     
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  14. Superepicgecko

    Superepicgecko Space Penguin Leader

    Permission granted!
     
  15. Superepicgecko

    Superepicgecko Space Penguin Leader

    1.png 2.png 3.png

    Some stuff I've been working on.

    I have a very special present too. Not sure if you guys will be into it or not, time will tell.
     
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  16. AlbertoRota

    AlbertoRota Scruffy Nerf-Herder

    Industrial espionage report:
    Solicitor: The Protectorate - High protector XXXXX
    Target: Callox main R&D facility - System XXXXX XX XXX - Planet XXXXX

    My dearest friend, I have bad news...

    Callox design engineers have been thinking during years how to make their weapon bigger and more powerful.
    Bigger caliber bullets, closed chamber, pre-igniters, no recoil suppression... nothing seem to be enough for them... especially for one of them: Superepicgecko
    Being the craziest and most brilliant between them, he alone revived some long forgotten human design... one from the times where the humans hunted tanks to eat... the "Anti material rifle"

    I've managed to take only a few photos of the design... they sure look destructive:
    AntiMaterialRifle.png

    They have even started limited production of some designs... here you have a photo:
    Photo.png

    I must leave now, good luck my dearest friend, if Superepicgecko is left alone designing more weapons... we all will need it.
     
    Last edited: Sep 13, 2016
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  17. AlbertoRota

    AlbertoRota Scruffy Nerf-Herder

    Ok, now with the serious thing:
    1. All the weapon assets sown in the post above are from "God Dame Anti-Material Rifles", made by Superepicgecko
    2. I need to change the code to make it more modular and flexible, so no pull request today, just eye candy photos.
    3. In the finished system, any moder can do a "Manufacturer's touch" sub-mod to add custom parts (I will try to make it's creation as simple as possible)
    4. Sound's can also be changed!!! Those rifles sound is terrifying!!!
    Enjoy!
     
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  18. Superepicgecko

    Superepicgecko Space Penguin Leader

    Haha! I love it!
     
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  19. Superepicgecko

    Superepicgecko Space Penguin Leader

    001.png 002.png 003.png 004.png 005.png

    Manufacturer Trading Cards!
    MANUFACTURER

    TRADING

    CARDS
     

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    Last edited: Sep 14, 2016
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  20. Superepicgecko

    Superepicgecko Space Penguin Leader

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