WYRDYSM GAMES

Home of Battleships Forever
It is currently Thu Dec 18, 2014 5:31 pm

All times are UTC + 8 hours




Post new topic Reply to topic  [ 11 posts ] 
Author Message
 Post subject: R/E String Formatting
PostPosted: Wed Oct 08, 2008 4:36 pm 
Offline
Pseudofeline Overlord
User avatar

Joined: Thu Sep 13, 2007 10:37 am
Posts: 4034
Location: UK
These won't be much use to most people but they could still come in handy.

I should note that the special fields for the weapons and modules are used by multiple weapons and modules for different purposes, and I cannot list all their uses. Sorry!

~~

Sections:

section|1|2|3|4|5|6|7|8

1 = sprite name, such as spr_Section01
2 = l_colourmod, determines whether or not the section has a custom colour. 0 = default 1, 1 = default 2, 2 = default 3, -1 = custom colour
3 = l_colour, only used if l_colourmod is -1, determines colour
4 = l_hp; defines custom HP
5 = l_defhp; overrides l_hp if l_hp is set to -1
6 = angle of rotation in degrees
7 = scale on x axis; negative numbers = flipped
8 = scale on y axis; negative numbers = flipped

~~

Doodads:

doodad|1|2|3|4|5|6

1 = sprite name, such as spr_DooNoise
2 = sprite colour
3 = angle of rotation in degrees
4 = doodad start index
5 = blending mode; 0 = normal, 1 = additive
6 = doodad animation speed

~~

Weapons:

weapon|1|2|3|4|5|6|7|8|9|10|11|12|13|14|15|16|17|18|19|20

1 = weapon name, like Laser or Blaster
2 = firing arc in degrees / 2
3 = pause between individual shots in a clip/mag
4 = total number of shots per clip/mag
5 = time to reload when clip/mag expires
6 = damage per shot
7 = turret HP
8 = range in pixels
9 = deviation in degrees (multiply by 2 for ingame deviation)
10 = turret turn speed
11 = custom turret name
12 = bullet colour
13 = bullet speed (used as beam duration)
14 = special 1
15 = special 2
16 = special 3
17 = special 4
18 = special 5
19 = scale on x axis
20 = scale on y axis

~~

Modules:

module|1|2|3|4|5|6|7|8|9|10|11|12|13|14

1 = module name, such as Deflector
2 = maximum energy
3 = energy regeneration per frame
4 = energy cost to activate per frame
5 = maximum activation range
6 = module custom hp
7 = module custom name
8 = special 1
9 = special 2
10 = special 3
11 = special 4
12 = special 5
13 = special 6
14 = special 7
15 = special 8

_________________
  /l、
゙(゚、 。 7
 l、゙ ~ヽ
 じしf_, )ノ


Last edited by Arcalane on Thu Oct 09, 2008 9:34 am, edited 2 times in total.

Top
 Profile  
 
PostPosted: Wed Oct 08, 2008 8:50 pm 
Offline
Rear Admiral
Rear Admiral
User avatar

Joined: Fri Sep 28, 2007 11:35 pm
Posts: 887
Location: Below My Postcount
Arcalane wrote:
Sections:

section|1|2|3|4|5|6|7|8

2 = l_colourmod, determines whether or not the section has a custom colour. 0 = default 1, 1 = default 2, 3 = default 3, -1 = custom colour


Quote:
0 = default 1
1 = default 2
3 = default 3
-1 = custom colour


Are you sure it isn't "2 = default 3"?

Or is th15's coding more messed up than I previously thought? :lol:

_________________
Warcraft III (U.S. East) -~-~- [( Aequinox / DACI-Equinox / Equinox]4[Lyfe )]
XBox 360 LIVE (Mostly CoD:WaW) -~-~- [( EquinoxXenom )]

Wyrdysm Games wrote:
Stop quoting the line above in your sigs!


Top
 Profile  
 
 Post subject:
PostPosted: Wed Oct 08, 2008 9:27 pm 
Offline
Pseudofeline Overlord
User avatar

Joined: Thu Sep 13, 2007 10:37 am
Posts: 4034
Location: UK
I was typing quickly, shush. :P

_________________
  /l、
゙(゚、 。 7
 l、゙ ~ヽ
 じしf_, )ノ


Top
 Profile  
 
 Post subject:
PostPosted: Wed Oct 08, 2008 9:29 pm 
Offline
Commodore
Commodore

Joined: Mon Jun 30, 2008 7:49 am
Posts: 721
Location: "not here" would probably be accurate
are module/ weapon specials in the same order that they appear on the edit screen, or... um, yeah?


Top
 Profile  
 
 Post subject:
PostPosted: Wed Oct 08, 2008 9:32 pm 
Offline
Pseudofeline Overlord
User avatar

Joined: Thu Sep 13, 2007 10:37 am
Posts: 4034
Location: UK
I assume so.

_________________
  /l、
゙(゚、 。 7
 l、゙ ~ヽ
 じしf_, )ノ


Top
 Profile  
 
 Post subject:
PostPosted: Thu Oct 09, 2008 8:49 am 
Offline
Commander
Commander
User avatar

Joined: Fri Feb 22, 2008 12:07 pm
Posts: 142
A big thanks to Arcalane for doing this. I was actually looking for data on this and was hoping someone would catalogue it. Arcalane to the rescue it seems. =)

Thanks again. It will help alot of people and no more string experimentation which crashes the game :P.

_________________
My Fleet: Aquilonian Fleet | Neo Genesis | UTA
My Random Ships: Brainfarts™
Ship Classifications


Top
 Profile  
 
 Post subject:
PostPosted: Thu Oct 09, 2008 9:00 am 
Offline
Administrator
User avatar

Joined: Sun May 13, 2007 12:01 am
Posts: 943
Deviation is in degrees, not pixels. Good stuff man.

_________________
Sean 'th15' Chan
Image


Top
 Profile  
 
 Post subject:
PostPosted: Thu Oct 09, 2008 9:33 am 
Offline
Pseudofeline Overlord
User avatar

Joined: Thu Sep 13, 2007 10:37 am
Posts: 4034
Location: UK
Derp. I was kinda tired when I was writing it up too.

_________________
  /l、
゙(゚、 。 7
 l、゙ ~ヽ
 じしf_, )ノ


Top
 Profile  
 
 Post subject:
PostPosted: Thu Oct 09, 2008 8:58 pm 
Offline
Vice Admiral
Vice Admiral
User avatar

Joined: Wed Jan 30, 2008 8:22 am
Posts: 1032
I know about the general concensus of not stickying guides but this is a good reference guide you made. You really should consider stickying it or combining this and the "Guide on Custom Wep statistics."

_________________
Don’t worry it has airbags.


Top
 Profile  
 
 Post subject:
PostPosted: Thu Oct 09, 2008 9:24 pm 
Offline
Pseudofeline Overlord
User avatar

Joined: Thu Sep 13, 2007 10:37 am
Posts: 4034
Location: UK
I would, but it is something of an advanced subject and it's not much use if you don't know about R/E string modification. I've added it to the main list for reference though.

_________________
  /l、
゙(゚、 。 7
 l、゙ ~ヽ
 じしf_, )ノ


Top
 Profile  
 
 Post subject:
PostPosted: Fri Oct 10, 2008 6:00 am 
Offline
Admiral
Admiral
User avatar

Joined: Tue Feb 26, 2008 9:09 am
Posts: 1978
So you really can't put restricted arcs on modules? Darn, that would have been great for pulling into a shipyard and being repaired...Always figured it was there but just wasn't listed like with point defense.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 11 posts ] 

All times are UTC + 8 hours


Who is online

Users browsing this forum: No registered users and 0 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group