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Posted

Well, I think I have pondered this idea, and I think it is very possible. I don't believe it would take too much time to add and it could become very very useful..

What is difficult is you would have to have sooo many possible variables and settings available so prizes/items aren't all the same, but I think it would be pretty cool.

 

Examples;

[Prize1]
ID=1
ItemGunUpgrade=0
ItemBombUpgrade=1
ItemSpeedAdjustment=-300
ItemReward=-100
ItemTime=2000
ItemBlankDelay=4000
ItemDisplay=Sword (editing this would change the green message you get when you get an upgrade.. "Sword increased. MAX")

Aspect: RPG

This being the sword (ID1/Item1). You pick it up and it upgrades your bomb L. It also changes some other stuff. There is a maintenance sorta, because the reward is negative, and after 2000 ms / 20 seconds the item drops, and for 40 seconds it is non-visible/doesn't exist.

 

 

[Prize1]
ID=1
ItemSoccerBallProximity=4
ItemDisplay=Power Prox

[Prize2]
ID=2
ItemSoccerBallProximity=-4
ItemDisplay=Negative Power Prox

Aspect: None

A very simple and easy prize created. Could be used in some powerball zones. A way of changing a player's soccerball prox.

 

 

[Prize1]
ID=1
ItemBountyIncrease=1000
ItemDisplay=Bounty

Aspect: None

Just an item that increases your bounty, an alternative way to InitialBounty and Bounty added by kill, and prized by staff.

 

 

[Prize1]
ID=1
ItemUpgrade=7
ItemMax=49
ItemDisplay=Touchdown, Score

Aspect: Message

Kind of weak example, but you shoudl get the point..

You see the idea of placing the amount of this item given per time you recieve it, like a MultiPrize on the prize itself, and the max you can have of that item. It would be interesting in some way of instead of doin *arena Touchdown!, you could just line a touchdown zone with this prize, so when someone gets in the touchdown zone, they see a green message "Touchdown, Score increased. 7" or osmething like that. Heh, I don't know.. =/

 

Anyways, it would use mostly existing settings. I don't program, but I think allowing "Item*" settings below a [Prize*] allowing any other setting. Like a .cfg could spawn with;

[Prize1]
ID=1
ItemDisplay=Add any setting after Item

[Prize2]
ID=2
ItemDisplay=Example; ItemUpgradeBombThrust=4

 

Would like to see something like this in a future release.. smile.gif

http://home.comcast.net/~chrism665/base1.jpg
Posted

Complication is fun, why not? blum.gif

 

You would proabably have to work with Grel on this, but Im !@#$%^&*uming it could probably get done with ASSS. Don't count on it for server though.

Posted

If this was done server side you would have to tweak your settings in order to get the increase/decrease of max energy or whatever as it would be prizing you max energy increase. Some stuff like changing soccer ball prox would require sending the settings packet just for this one change, that is about 1.5k where most other packets are a few dozen bytes at most.

 

If this is done client side it would increase the size of the settings packet, maybe even significantly for zones with lots of different prizes. Although to keep compatibility with the original SS you could craft an extra settings packet with variable length just for this purpose ... hmm, the packet would need to be sent reliably and if SS gets a bad packet it might ignore it and mess up the reliable packet stack.

Posted
sounds fun :D

_UU___UU__SSSSS____AAA____UU___UU__SSSSS____AAA___

_UU___UU_SS_______AAAAA___UU___UU_SS_______AAAAA__

_UU___UU__SSSSS__AA___AA__UU___UU__SSSSS__AA___AA_

_UU___UU______SS_AAAAAAA__UU___UU______SS_AAAAAAA_

__UUUUU___SSSSS_AA____AA___UUUUU___SSSSS_AA____AA

J.C. Dento> prime example of why america will never be a world super power.

Moscato> d1 is mad he will never have a job outside subspace

I can't see this because I turned signatures off. ps VT

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