1.0.03

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Graf Zahl
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1.0.03

Post by Graf Zahl »

A new version is out!

Aside from several bug fixes a few new DECORATE features have been added:

- MaxDropoffHeight and MaxStepHeight properties
- Official support for switchable decorations. For documentation see the ZDoom Wiki.
- Added a damage parameter to A_BFGSpray
- A_GiveToTarget, A_TakeFromTarget and A_JumpIfInTargetInventory functions to check the player's inventory from a monster's states.
lemonzest
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Post by lemonzest »

the shader problem's with splash flats, and and the give all "Unknown All Item" are still in this version.
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Graf Zahl
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Post by Graf Zahl »

Randy should test his fixes, don't you think?

I haven't changed anything about the shaders so that problem is to be expected
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Zeg-Vok
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Post by Zeg-Vok »

Great to hear, those Inventory functions will be Extremely useful
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Alter
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Post by Alter »

Graf you did good work on this version! :wink:
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BlazingPhoenix
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Post by BlazingPhoenix »

What does A_GivetoTarget and A_TakefromTarget do? just wondering
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Phobus
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Post by Phobus »

Gives an item to the monster's target on projectile collision (such as an inventory item that activates some form of script) or takes it away.

Think of it as a way to implement poison or sleep effects.
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Alter
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Post by Alter »

Or strife styled quest!
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Post by anakin s. »

Graf, thank you for implementing these decorate functions. When I tried to play it, though, I got an error message saying that it doesn't recognize the state label 'Pickup'. What's wrong? This also happened in a previous version of gzdoom. Are all the things from zdoom .96x there? Or have the state labels been named to something else?
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TheDarkArchon
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Post by TheDarkArchon »

pickup, use and the drop states are only availiable via the CustomInventory class.
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Cutmanmike
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Re: 1.0.03

Post by Cutmanmike »

Graf Zahl wrote:A_GiveToTarget, A_TakeFromTarget and A_JumpIfInTargetInventory functions to check the player's inventory from a monster's states.
:love:
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Re: 1.0.03

Post by Draconio »

Graf Zahl wrote:- A_GiveToTarget, A_TakeFromTarget and A_JumpIfInTargetInventory functions to check the player's inventory from a monster's states.
It just occured to me, this would make it a lot easier to add an RPG experience system, wouldn't it? If I'm not mistaken, you could create an "ExperiencePoints" item, and give it to the player for killing monsters by putting an A_GiveToTarget in the monster's death states, no?
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Graf Zahl
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Post by Graf Zahl »

You could indeed do that
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Paul
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Re: 1.0.03

Post by Paul »

Draconio wrote: If I'm not mistaken, you could create an "ExperiencePoints" item, and give it to the player for killing monsters by putting an A_GiveToTarget in the monster's death states, no?
Why not executing a script, on monsters' deaths, that gives you a specific ammount of experience points, which are a global variable? I think it's easier to control it that way ;)
Unless a monster kills another monster..
Draconio
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Re: 1.0.03

Post by Draconio »

Paul wrote:
Draconio wrote: If I'm not mistaken, you could create an "ExperiencePoints" item, and give it to the player for killing monsters by putting an A_GiveToTarget in the monster's death states, no?
Why not executing a script, on monsters' deaths, that gives you a specific ammount of experience points, which are a global variable? I think it's easier to control it that way ;)
Unless a monster kills another monster..
Yes, I'm aware of that method, what I was thinking is that by doing it the way I proposed, you save yourself from having to tag an ACS_Execute to every monster you place into a map. Of course, I can't truly say which method would work better as I've yet to try either method in practice.
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