Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - crazytater94

Pages: [1] 2 3 ... 179
Questions and Answers / Re: Crops
« on: May 23, 2017, 12:08:19 AM »
False. I confirmed this earlier, without edit, the flowers did not break. I did have admin, and wasn't the host though, but I doubt that has much to do with it.

Unless when you say "from a swing event" you mean that the script takes the permission, then you'd be correct, because the block breaks before the swing event is ran.

He just has edit off as a starting rule.

Creative Features / [Scripts] Re: Script/How day - night
« on: May 16, 2017, 11:42:32 PM »
Well, obviously somebody doesn't like spongebob references.

No, we didn't say we don't want you here, its just with so many people writing posts that no one can understand, its hard to not start pointing them out.

Creative Features / [Scripts] Re: Script/How day - night
« on: May 16, 2017, 08:38:55 PM »
How make this script in day/night. But day long more build more than look night back again sleep..? I guess this script day/night not work long how?

I'm going to try and make sense of it here:

How can a make a script in a way so that the day/night cycle has longer days for more building and shorter nights, or even automatic sleeping, to skip it? I guess the scripting for the day/night cycle is not working, ive been trying for so long. How would I do it?

Answer: I would double check all of your script's spelling and grammar to see if that's not the first reason why its not working.

That's just my interpretation of the question though

Questions and Answers / Re: Have any cool scripted feature ideas?
« on: May 12, 2017, 01:29:08 PM »
My original thought was super wrong and tedious.

If has inventory wood 1-10, history+1 pound
If has inventory wood 11-20, history+2 pounds

I knew that could probably work, but that was when I attempted it before vars came out, and never really tried again after they did.

Questions and Answers / Re: Have any cool scripted feature ideas?
« on: May 12, 2017, 01:25:57 PM »
I have a small skill point system where you can get to level 100, with 25 points in each category. I plan on allowing the strength skill increase the capacity, like most RPG games.

I need to expand that skill system though, to allow more of a fallout style level up, with about 18+ attributes, and multiple skill points per level, but with there being a text limit on menu scripts, that'll be alot of scripts linking them together.

As for the startup script, I'm trying to avoid looping scripts, but with only vars, would that cause much lag?

Questions and Answers / Re: Have any cool scripted feature ideas?
« on: May 12, 2017, 12:34:01 AM »
Oh, OK. So you just increase the weight variable for every item, then if isvar > capacity, then slow down.

That's very easy, I was over thinking it

There's still the problem of when to have it run.

I could have every item have an equip event for this script, but even then, there's still bugs and exploits with it, since there's not a "pickupItem" event

Questions and Answers / Re: Have any cool scripted feature ideas?
« on: May 11, 2017, 12:40:13 AM »
I would love to see your weight system, as I'm not a master at vars, but I make do

Questions and Answers / Re: Have any cool scripted feature ideas?
« on: May 10, 2017, 01:34:31 PM »
Here's my "To Do" list:

Swarm of bees spell

Zombie/undead classes take damage from light/heal spells, and gain life from dark spells

Damage based on HP level
(Less HP = More Damage?)

Limit break (strong attack, but can only be used when at X HP left)

Elemental rock/paper/scissors (fire beats grass, beats water, etc)

Enemy Scan / clan HP meters (turns nameplates on for a few seconds to show HP left, then turns off?)

Element spells gets stronger based on the biome they are cast in

Camera HUD to make picture taking very easy (tutorial texts to guide the positioning of the box)

Doom spell (HP goes to 1, uses all of caster's mana)

Kamehameha script

Supernova (radial attack when dead)

Splash (does nothing, but if spammed 1000-10000 times, you get something special)

Mana drain

Random effect spell (good or bad)

Random damage attack (magnitude)
(Low cost = potential overkill?)

Secondary fire for guns

Refresh spell (regenerates mana over time)

Water breathing

Non elemental magic spell

Questions and Answers / Have any cool scripted feature ideas?
« on: May 10, 2017, 01:31:45 PM »
I'm mainly looking for ideas here, not how to do them.

What I mean is like a list of things that would be cool to have, but not told how to script them. The journey of scripting them is the fun part.

Let's put the normal things aside, like fire spells, guns, ATM's, etc, because those are everywhere.

I'm talking about things that you rarely/never see around Total Miner.

Like these:

Custom Spell creation (i just scripted it yesterday)

Weight system & over encumbrance

HUD based slot machine, with Hud screen (referring to Sora1KG's Pokémon slot)

Things of those natures, like a cool feature that may be possible, or some that would be cool, but not really though of by many.

(In other words, I've ran out of some ideas, and I need more)

Contests / Re: Shadow of Mordor Giveaway
« on: May 10, 2017, 12:53:40 PM »
Now that I placed that paper under my mattress, all I have to do is wait... ;)

Your world / [Construction] Re: Fallout To Total Miner
« on: May 07, 2017, 01:00:19 AM »
I have a replica of the lucky 38 if you'd like, I can share it with you Monday or tuesday

Ideas / Re: TM soundtrack playlist
« on: May 06, 2017, 01:05:02 PM »
You monster...

Ideas / Re: TM soundtrack playlist
« on: May 06, 2017, 01:40:28 AM »
Well, not so much of a different music style, but just super loud audio files, static, old TV broadcast screeches, them cursing non stop.

Perhaps me using "music" was a bad choice...

I would still hate worlds that have tons of mandatory rap.

...which gives me an idea...

Maybe it could be incorporated with the menu/input scripts for radio stations on a world.

Not to mention, you can record your own audio files and use them for NPCs, tutorial areas, lore, etc...

Total Miner Discussion / [PC] Re: Updates?
« on: May 04, 2017, 01:32:51 AM »
Sold! I'm down for no MP, at the bonus of earlier access.

Ideas / Re: TM soundtrack playlist
« on: May 04, 2017, 01:30:44 AM »
It would be very nice if modding allows for imported songs and music.

Could allow nice medieval music for RPGs, dungeon music, boss themes, etc. Not to mention every nobuo uematsu song would do nicely. Technically, since mods aren't considered to be in game, seeing as they are player added, any copywrited music should be fine to add.


If it does work this way, I fear world hopping, when people are playing really bad music...

Pages: [1] 2 3 ... 179