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Post by Woitek on Mar 18, 2020 20:04:34 GMT
There is no delete power function, you can only swap them for the half price .
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Post by aspen on Mar 21, 2020 2:08:05 GMT
There is no delete power function, you can only swap them for the half price . That's fine with me. I don't really see a big need for that, but you might want to modify the description. That was the only reason I brought it up, before. You can't exchange a power that a ghost had from the beginning, that I have seen, and as you mentioned, you cannot delete a power.
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Post by adrian on Mar 24, 2020 8:11:29 GMT
Interesting. I'm excited to try this. It's amazing how there are still people who mod this game after all these years. I have a question. Is it possible to create and add new maps (and possibly the lost scenarios)? That would make the game even more replayable.
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Post by adrian on Mar 24, 2020 8:50:28 GMT
Is there a xml tutorial somewhere that explains some of the stuff in it? Some of the things are obvious but there are some weird names and values that I'm not sure what they do.
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Post by Woitek on Mar 24, 2020 13:09:55 GMT
Interesting. I'm excited to try this. It's amazing how there are still people who mod this game after all these years. I have a question. Is it possible to create and add new maps (and possibly the lost scenarios)? That would make the game even more replayable. It's possible, but in the limited form, because all of the scenarios are compiled as c++ code in exe, so it depends highly on me how I implement it.
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Post by Woitek on Mar 24, 2020 13:11:41 GMT
Is there a xml tutorial somewhere that explains some of the stuff in it? Some of the things are obvious but there are some weird names and values that I'm not sure what they do. Unfortunately, I didn't have time to do this. if you have any questions, I can ask them, but right know I can't make any videos.
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Post by adrian on Mar 24, 2020 13:51:20 GMT
Is there a xml tutorial somewhere that explains some of the stuff in it? Some of the things are obvious but there are some weird names and values that I'm not sure what they do. Unfortunately, I didn't have time to do this. if you have any questions, I can ask them, but right know I can't make any videos. Ok I have a few questions. 1. What does Haunter State, Controller and Time Gate stage mean in Haunter Data section 2. What does IDK 5 and Target(values) mean in Power Data secion. 3 What does Field_412 UnkType Field 436, Field 440, Haunting Type, UnkSize and Time Gate stage mean in Scenarios section. 4. How can I add new mortal to scenarios? 5. How can I change time and pumpkins for a mission? 6. Is it possible to change effects of powers?
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Post by Woitek on Mar 24, 2020 15:19:00 GMT
1.Hauter State is unused in haunter Data. for example flag 0x20 is a state when ghost is catched.
Controller it's how the ghost behaviour.
enum EnumCommandManager { CM_Static_Haunter = 0x1, CM_Walking_Haunter = 0x2, CM_Floating_Haunter = 0x3, CM_Flying_Haunter = 0x4, };
Time gate stage tells if ghost is available in the scenario. If Time Gate Stage is set to 0 it means haunter is available in all scenarios. All scenarios have their own Time Gate Stage Id's, so every ghost with Time Game Stage smaller or equal to that number will be available for this scenario.
2.I decoded it some time ago, it's type of the power: Single Target, area.
3.I have no idea, what some of the values does, that's why I named them like: Field_412,Field_436 etc.
4.I wrote this somewhere in the forum, just copy existing mortal and modify it.
5.You can't They are hardcoded for all the scenarios in the exe, in the future I might consider making it unique for each scenario.
6.In theory yes, in practical, there are no tools right now.
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Post by adrian on Mar 24, 2020 15:51:16 GMT
Thanks!
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I have problem with converter
Guest
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Post by I have problem with converter on Apr 11, 2020 6:00:25 GMT
Dude wtf, nothing works with this fudge. I tried making my ghost but nothing I always cant generate fudge.
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