mirror of
https://github.com/sfall-team/sfall.git
synced 2026-07-27 16:52:34 -07:00
Added full ddraw.ini + other config files and all relevant artifacts from latest modderspack.
This commit is contained in:
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/*
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AP costs mod for fallout 2 by phobos2077
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----------------------------------------
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- increases AP cost of using all non-weapon items from main interface to 4
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- AP are reduced even when using items (eg. stimpaks) from the inventory
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Requires sfall 3.5 or higher
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*/
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#include "..\headers\define.h"
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#include "sfall.h"
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#include "define_extra.h"
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#define ITEM_USE_COST (4)
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variable last_used_item;
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procedure item_by_attack_type(variable critter, variable type) begin
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variable slot;
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if (type > 3 and type != ATKTYPE_LWEP_RELOAD and type != ATKTYPE_RWEP_RELOAD) then
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return 0;
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if (type < 2 or type == ATKTYPE_LWEP_RELOAD) then
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slot := INVEN_TYPE_LEFT_HAND;
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else
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slot := INVEN_TYPE_RIGHT_HAND;
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return critter_inven_obj(critter, slot);
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end
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procedure apcost_handler begin
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variable args := get_sfall_args, item;
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item := item_by_attack_type(args[0], args[1]);
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if (obj_item_subtype(item) != item_type_weapon) then begin
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set_sfall_return(ITEM_USE_COST);
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last_used_item := item;
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end
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end
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procedure useobjon_handler begin
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variable target, critter, item, ap, cost;
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target := get_sfall_arg;
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critter := get_sfall_arg;
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item := get_sfall_arg;
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if (combat_is_initialized) then begin
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if (get_game_mode bwand INVENTORY) then
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cost := ITEM_USE_COST;
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else if (last_used_item != item) then
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cost := ITEM_USE_COST - 2;
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else
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cost := 0;
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if (cost > 0) then begin
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ap := get_critter_current_ap(critter);
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if (ap >= ITEM_USE_COST) then begin
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set_critter_current_ap(critter, ap - cost);
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end else begin
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if (cost < ITEM_USE_COST) then
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set_critter_current_ap(critter, ap + ITEM_USE_COST - cost);
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set_sfall_return(0);
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end
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end
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end
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last_used_item := 0;
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end
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procedure start begin
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if game_loaded then begin
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// if you only want to reduce AP when using stuff from inventory by 2,
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// comment out following line and change ITEM_USE_COST to 2
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register_hook_proc(HOOK_CALCAPCOST, apcost_handler);
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register_hook_proc(HOOK_USEOBJON, useobjon_handler);
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end
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end
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@@ -0,0 +1,11 @@
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AP costs mod for fallout 2 by phobos2077
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----------------------------------------
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- increases AP cost of using all misc items to 4
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- AP are reduced even when using items (eg. stimpaks) from the inventory
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To use, copy gl_itemapcost.int to your scripts folder.
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This mod is a simple example of a global script, so I've also included an uncompiled copy in the scripts folder.
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procedure start;
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procedure update_shader;
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variable perception;
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variable boozes;
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variable shader1;
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variable shader2;
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variable shader3;
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variable shader4;
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variable drunk_level;
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variable next_reduction;
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procedure start begin
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variable new_pe;
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variable new_booze;
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variable drunk_count;
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if (metarule(22,0)) then return;
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if (game_loaded) then begin
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if(not graphics_funcs_available) then begin
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display_msg("ERROR: You must set sfall to use graphics mode 4 or 5 to use this mod");
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return;
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end else begin
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//new_pe:=create_object_sid(125, 0, 0, -1);
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//add_mult_objs_to_inven(dude_obj, new_pe, 10);
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perception:=get_pc_extra_stat(1);
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boozes:=obj_is_carrying_obj_pid(dude_obj, 125);
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set_global_script_repeat(25);
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set_global_script_repeat(-1);
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shader1:=load_shader("booze1.fx");
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shader2:=load_shader("booze2.fx");
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shader3:=load_shader("booze3.fx");
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shader4:=load_shader("booze4.fx");
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drunk_level:=0;
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next_reduction:=0;
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//display_msg("Init: " + perception + ", " + boozes);
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end
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end else begin
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new_pe:=get_pc_extra_stat(1);
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new_booze:=obj_is_carrying_obj_pid(dude_obj, 125);
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if( (perception != new_pe) or (boozes != new_booze) ) then begin
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//display_msg("var change: " + perception + ", " + boozes + " -> " + new_pe + ", " + new_booze);
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if ( (perception > new_pe) and (boozes > new_booze) ) then begin
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if ( (perception - new_pe) < (boozes - new_booze) ) then begin
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drunk_count:=perception - new_pe;
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end else begin
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drunk_count:=boozes - new_booze;
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end
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drunk_level:=drunk_level + (drunk_count*10);
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//display_msg("Increasing booze count: " + drunk_level);
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call update_shader;
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next_reduction:=game_time + game_ticks(6);
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end
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perception:=new_pe;
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boozes:=new_booze;
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end
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if( (next_reduction != 0 ) and (game_time >= next_reduction) ) then begin
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drunk_level:=drunk_level - 1;
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if(drunk_level == 0) then next_reduction:=0;
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else next_reduction:=next_reduction + game_ticks(6);
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call update_shader;
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//display_msg("Decreasing booze count: " + drunk_level);
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end
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end
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end
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procedure update_shader begin
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if(drunk_level >= 100) then begin
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deactivate_shader(shader1);
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deactivate_shader(shader2);
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deactivate_shader(shader3);
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activate_shader(shader4);
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end else if(drunk_level >= 50) then begin
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deactivate_shader(shader1);
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deactivate_shader(shader2);
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activate_shader(shader3);
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deactivate_shader(shader4);
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end else if(drunk_level >= 25) then begin
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deactivate_shader(shader1);
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activate_shader(shader2);
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deactivate_shader(shader3);
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deactivate_shader(shader4);
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end else if(drunk_level > 0) then begin
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activate_shader(shader1);
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deactivate_shader(shader2);
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deactivate_shader(shader3);
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deactivate_shader(shader4);
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end else begin
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deactivate_shader(shader1);
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deactivate_shader(shader2);
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deactivate_shader(shader3);
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deactivate_shader(shader4);
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end
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end
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@@ -0,0 +1,25 @@
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sampler s0;
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static const float2 rcpres =
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{
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0.0015625,
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0.0020833333333333333333333333333333
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};
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float4 Blur( float2 Tex : TEXCOORD0 ) : COLOR0
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{
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float4 Color = 0;
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Color += tex2D( s0, float2(Tex.x, Tex.y));
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Color += tex2D( s0, float2(Tex.x + rcpres.x, Tex.y));
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Color += tex2D( s0, float2(Tex.x - rcpres.x, Tex.y));
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Color += tex2D( s0, float2(Tex.x, Tex.y + rcpres.y));
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Color += tex2D( s0, float2(Tex.x, Tex.y - rcpres.y));
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return Color * 0.2;
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}
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Technique blur
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{
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Pass P0 { PixelShader = compile ps_2_0 Blur(); }
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}
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sampler s0;
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static const float2 rcpres =
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{
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0.0015625,
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0.0020833333333333333333333333333333
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};
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float4 Blur( float2 Tex : TEXCOORD0 ) : COLOR0
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{
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float4 Color = 0;
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Color += tex2D( s0, float2(Tex.x, Tex.y));
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Color += tex2D( s0, float2(Tex.x + rcpres.x, Tex.y));
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Color += tex2D( s0, float2(Tex.x - rcpres.x, Tex.y));
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Color += tex2D( s0, float2(Tex.x, Tex.y + rcpres.y));
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Color += tex2D( s0, float2(Tex.x, Tex.y - rcpres.y));
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return Color * 0.2;
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}
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Technique blur
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{
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Pass P0 { PixelShader = compile ps_2_0 Blur(); }
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Pass P1 { PixelShader = compile ps_2_0 Blur(); }
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}
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@@ -0,0 +1,34 @@
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sampler s0;
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static const float2 rcpres =
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{
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0.0015625,
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0.0020833333333333333333333333333333
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};
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float4 Blur(float2 Tex : TEXCOORD0) : COLOR0
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{
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float4 Color = 0;
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Color += tex2D( s0, float2(Tex.x, Tex.y));
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Color += tex2D(s0, float2(Tex.x + rcpres.x, Tex.y));
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Color += tex2D(s0, float2(Tex.x - rcpres.x, Tex.y));
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Color += tex2D(s0, float2(Tex.x, Tex.y + rcpres.y));
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Color += tex2D(s0, float2(Tex.x, Tex.y - rcpres.y));
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return Color * 0.2;
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}
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float4 Blind(float2 Tex : TEXCOORD0) : COLOR0
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{
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float4 Color = tex2D(s0, Tex);
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return Color * saturate(1.8 - (length(Tex - 0.5)*2));
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}
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Technique blur
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{
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Pass P0 { PixelShader = compile ps_2_0 Blur(); }
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Pass P1 { PixelShader = compile ps_2_0 Blur(); }
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Pass P2 { PixelShader = compile ps_2_0 Blur(); }
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Pass P3 { PixelShader = compile ps_2_0 Blind(); }
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}
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@@ -0,0 +1,36 @@
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sampler s0;
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static const float2 rcpres =
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{
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0.0015625,
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0.0020833333333333333333333333333333
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};
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float4 Blur(float2 Tex : TEXCOORD0) : COLOR0
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{
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float4 Color = 0;
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Color += tex2D( s0, float2(Tex.x, Tex.y));
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Color += tex2D(s0, float2(Tex.x + rcpres.x, Tex.y));
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Color += tex2D(s0, float2(Tex.x - rcpres.x, Tex.y));
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Color += tex2D(s0, float2(Tex.x, Tex.y + rcpres.y));
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Color += tex2D(s0, float2(Tex.x, Tex.y - rcpres.y));
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return Color * 0.2;
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}
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float4 Blind(float2 Tex : TEXCOORD0) : COLOR0
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{
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float4 Color = tex2D(s0, Tex);
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return Color * saturate(1.5 - (length(Tex - 0.5)*2));
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}
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Technique blur
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{
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Pass P0 { PixelShader = compile ps_2_0 Blur(); }
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Pass P1 { PixelShader = compile ps_2_0 Blur(); }
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Pass P2 { PixelShader = compile ps_2_0 Blur(); }
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Pass P3 { PixelShader = compile ps_2_0 Blur(); }
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Pass P4 { PixelShader = compile ps_2_0 Blur(); }
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Pass P5 { PixelShader = compile ps_2_0 Blind(); }
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}
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@@ -0,0 +1,8 @@
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Get drunk mod for fallout 2 by Timeslip
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----------------------------------------
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To use, extract the contents of this archive to your fallout 2 directory, and then go and drink some booze. You will suffer varying levels of blurred vision which cap out after drinking 10 bottles. It takes one minute for the effects of each bottle to wear off. Only booze is affected; other alcoholic drinks aren't changed.
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This mod is a simple example of a global script, so I've also included an uncompiled copy in the scripts folder.
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Obviously you need to be using sfall with the script extender turned on in order to use this mod. You also need to set the graphics mode to 4 or 5 in order for the shaders to work.
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Binary file not shown.
@@ -0,0 +1,22 @@
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procedure start;
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// adjust include paths if needed
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#include "..\..\scripting_docs\headers\sfall.h"
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#define RESULT_SUCCESS (1)
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#define RESULT_FAIL (0)
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procedure start begin
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if not init_hook then begin
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variable
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thief := get_sfall_arg,
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target := get_sfall_arg,
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item := get_sfall_arg,
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action := get_sfall_arg,
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result := RESULT_SUCCESS;
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if (thief == dude_obj) then begin
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display_msg(sprintf(mstr_skill(570 + result + action*2), obj_name(item)));
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set_sfall_return(result);
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end
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end
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end
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@@ -0,0 +1,9 @@
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Master Theif cheat for fallout 2 by phobos2077
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----------------------------------------
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- forces all steal attempts to succeed
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To use, copy *.int file to your scripts folder.
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This mod is an example of how you can use HOOK_STEAL hooks.
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Binary file not shown.
@@ -0,0 +1,170 @@
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procedure start;
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//nuka cola effects
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//extra traits, lowered stats
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#define dude_level (get_pc_stat(1))
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//Traits
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#define LowGravity "Low gravity"
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#define Ironwall "Ironwall"
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#define Swift "Swift"
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#define RapidLearner "Rapid learner"
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#define JackOfTrades "Jack of all trades"
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#define DiligentLearner "Diligent learner"
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#define CautiousPickpocket "Cautious pickpocket"
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#define BrazenThief "Brazen thief"
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#define PerfectAim "Perfect aim"
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#define PatheticAim "Pathetic aim"
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#define VileBreath "Vile breath"
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#define NightPerson "Night person"
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#define AnimalFriend "Animal friend"
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//Perks
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procedure setup_perk_dialog begin
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set_perkbox_title("Choose a trait");
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hide_real_perks;
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perk_add_mode(1);
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set_selectable_perk(LowGravity, 1, 46, "You've always found that the lightest touch has been enough to send your opponents flying. Unfortunately, the same applies to your opponents attacks against you, too.");
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//set_selectable_perk(Ironwall, 1, 171, "You stand where you like, and even a rocket to the face isn't going to move you. Heck, even _you_ sometimes find it difficult to move you.");
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//set_selectable_perk(Swift, 1, 19, "You can move a little faster than those around you, but you lack a little of the reflexes required to use your excessive speed.");
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set_selectable_perk(RapidLearner, 1, 4, "Although you don't have the natural gifts held by others, you make up for it by being able to make much better use of your day to day experiences.");
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set_selectable_perk(JackOfTrades, 1, 4, "Although you seem to be able to succeed in anything you put your mind too, you lack the concentration to master any one ability.");
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set_selectable_perk(DiligentLearner, 1, 4, "You might take a little longer than most to fully grasp a lesson, but you usually manage to pick up a few extra ticks that no one else would have noticed.");
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//set_selectable_perk(CautiousPickpocket, 1, 156, "You have a cautious personality that harms your chances of pulling of a theft. Perhaps with practise, that weakness could be turned into a strength.");
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//set_selectable_perk(BrazenThief, 1, 112, "Your lack of reflexes has never harmed your skill as a thief; your approach to theft is to simply take whatever you like no matter who's watching. You find it helps if you look like you have a right to be somewhere.");
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//set_selectable_perk(PerfectAim, 1, 86, "You don't make stupid mistakes with your weapon; if an opportunity presents itself, you will not miss. Your increased focus on harming your opponents obviously hurts your abilities to dodge, however.");
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set_selectable_perk(PatheticAim, 1, 129, "No matter how hard you aim, you just can't seem to hit anything. On the other hand, no matter how long you stand around doing nothing, nobody seems to be able to hit you either.");
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if(get_pc_base_stat(3) > 2) then begin
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set_selectable_perk(VileBreath, 1, 129, "You are afflicted by a serious case of oral misodor. People tend to avoid your company, but your ability to dazzle your foes with a single exhalation gives you a head start in combat.");
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end
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/*if(get_pc_base_stat(3)>1 and get_pc_base_stat(6)>1 and get_pc_base_stat(3)<10) and get_pc_base_stat(6)<10) then begin
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set_selectable_perk(AnimalFriend, 1, 1, "You are a pet lover. When your four-legged friends are nearby, you flourish and anything you put your mind to sorts itself out just easily. Without a pet's company you're a little grumpy and hapeless, though.");
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end
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if(get_pc_base_stat(1)>1 and get_pc_base_stat(4)>1 and get_pc_base_stat(1)<10) and get_pc_base_stat(4)<10) then begin
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set_selectable_perk(AnimalFriend, 1, 1, "As a night-time person, you are more awake when the sun goes down. Your Intelligence and Perception are improved at night, but dulled during the day.");
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end*/
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end
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procedure apply_traits_repeat begin
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if(has_fake_trait(LowGravity)) then begin
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set_attacker_knockback(dude_obj, 1, 3.0);
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set_target_knockback(dude_obj, 1, 3.0);
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||||
end
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/*if(has_fake_trait(Ironwall)) then begin
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set_target_knockback(dude_obj, 0, 0);
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end*/
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if(has_fake_trait(RapidLearner)) then begin
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set_xp_mod(200);
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end
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if(has_fake_trait(LowGravity)) then begin
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set_attacker_knockback(dude_obj, 1, 3.0);
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set_target_knockback(dude_obj, 1, 3.0);
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end
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if(has_fake_trait(JackOfTrades)) then begin
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set_critter_skill_mod(dude_obj, 100);
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end
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||||
if(has_fake_trait(DiligentLearner)) then begin
|
||||
set_xp_mod(90);
|
||||
set_perk_level_mod(6);
|
||||
end
|
||||
/*if(has_fake_trait(CautiousPickpocket)) then begin
|
||||
set_pickpocket_mod(has_skill(dude_obj, 10) / 2);
|
||||
end
|
||||
if(has_fake_trait(BrazenThief)) then begin
|
||||
set_pickpocket_mod(80);
|
||||
end
|
||||
if(has_fake_trait(PerfectAim)) then begin
|
||||
set_hit_chance_mod(100);
|
||||
end*/
|
||||
if(has_fake_trait(PatheticAim)) then begin
|
||||
set_base_hit_chance_mod(50, -5);
|
||||
end
|
||||
end
|
||||
|
||||
procedure apply_traits begin
|
||||
if(has_fake_trait(Ironwall)) then begin
|
||||
set_pc_extra_stat(8, get_pc_extra_stat(8) - 1);
|
||||
critter_add_trait(dude_obj, 0, 104, 1);
|
||||
end
|
||||
/*if(has_fake_trait(Swift)) then begin
|
||||
set_pc_extra_stat(8, get_pc_extra_stat(8) + 1);
|
||||
set_pc_extra_stat(13, get_pc_extra_stat(13) - get_pc_base_stat(13) );
|
||||
end*/
|
||||
if(has_fake_trait(RapidLearner)) then begin
|
||||
set_pc_base_stat(0, get_pc_base_stat(0) - 1);
|
||||
set_pc_base_stat(1, get_pc_base_stat(1) - 1);
|
||||
set_pc_base_stat(2, get_pc_base_stat(2) - 1);
|
||||
set_pc_base_stat(3, get_pc_base_stat(3) - 1);
|
||||
set_pc_base_stat(4, get_pc_base_stat(4) - 1);
|
||||
set_pc_base_stat(5, get_pc_base_stat(5) - 1);
|
||||
set_pc_base_stat(6, get_pc_base_stat(6) - 1);
|
||||
end
|
||||
if(has_fake_trait(JackOfTrades)) then begin
|
||||
critter_mod_skill(dude_obj, 00, 10);
|
||||
critter_mod_skill(dude_obj, 01, 10);
|
||||
critter_mod_skill(dude_obj, 02, 10);
|
||||
critter_mod_skill(dude_obj, 03, 10);
|
||||
critter_mod_skill(dude_obj, 04, 10);
|
||||
critter_mod_skill(dude_obj, 05, 10);
|
||||
critter_mod_skill(dude_obj, 06, 10);
|
||||
critter_mod_skill(dude_obj, 07, 10);
|
||||
critter_mod_skill(dude_obj, 08, 10);
|
||||
critter_mod_skill(dude_obj, 09, 10);
|
||||
critter_mod_skill(dude_obj, 10, 10);
|
||||
critter_mod_skill(dude_obj, 11, 10);
|
||||
critter_mod_skill(dude_obj, 12, 10);
|
||||
critter_mod_skill(dude_obj, 13, 10);
|
||||
critter_mod_skill(dude_obj, 14, 10);
|
||||
critter_mod_skill(dude_obj, 15, 10);
|
||||
critter_mod_skill(dude_obj, 16, 10);
|
||||
critter_mod_skill(dude_obj, 17, 10);
|
||||
end
|
||||
/*if(has_fake_trait(BrazenThief)) then begin
|
||||
critter_mod_skill(dude_obj, 10, get_pc_base_stat(3)*3);
|
||||
end*/
|
||||
if(has_fake_trait(VileBreath)) then begin
|
||||
set_pc_base_stat(3, get_pc_base_stat(3) - 2);
|
||||
set_pc_base_stat(13, get_pc_base_stat(13) + 15);
|
||||
end
|
||||
end
|
||||
|
||||
procedure start begin
|
||||
variable mode;
|
||||
if (game_loaded) then begin
|
||||
mode:=get_sfall_global_int("ts_trt00");
|
||||
if(mode==-1) then begin
|
||||
return;
|
||||
end else if(mode==0) then begin
|
||||
if(dude_level>1) then begin
|
||||
display_msg("Error: Extra trait mod works for new games only");
|
||||
set_sfall_global("ts_trt00", -1);
|
||||
return;
|
||||
end
|
||||
display_msg("Visit the character screen before your first level up to pick your new trait");
|
||||
set_perk_owed(1);
|
||||
set_global_script_repeat(100);
|
||||
call setup_perk_dialog;
|
||||
end else begin
|
||||
call apply_traits_repeat;
|
||||
end
|
||||
end else begin
|
||||
if(dude_level>1) then begin
|
||||
clear_selectable_perks;
|
||||
set_perk_owed(get_perk_owed - 1);
|
||||
set_global_script_repeat(0);
|
||||
set_sfall_global("ts_trt00", 1);
|
||||
return;
|
||||
end
|
||||
if(get_perk_owed>0) then begin
|
||||
return;
|
||||
end
|
||||
clear_selectable_perks;
|
||||
set_global_script_repeat(0);
|
||||
set_sfall_global("ts_trt00", 1);
|
||||
call apply_traits;
|
||||
call apply_traits_repeat;
|
||||
end
|
||||
end
|
||||
|
||||
Binary file not shown.
@@ -0,0 +1,146 @@
|
||||
procedure start;
|
||||
|
||||
#define dude_level (get_pc_stat(1))
|
||||
|
||||
//perks
|
||||
#define Steadfast "Steadfast" //ts_chp00
|
||||
#define Grappler "Grappler" //ts_chp01
|
||||
#define HawkEyed "Hawk eyed" //ts_chp02
|
||||
#define PerfectAim "Perfect aim" //ts_chp03
|
||||
#define Teacher "Teacher" //ts_chp04
|
||||
|
||||
procedure LevelChange begin
|
||||
//display_msg("Level change");
|
||||
if(dude_level>=3 and has_fake_perk(Steadfast)==0 and get_pc_base_stat(2) >= 5) then begin
|
||||
//display_msg("Steadfast available");
|
||||
set_selectable_perk(Steadfast, 1, 1, "You stand where you like, and even a rocket to the face isn't going to move you.");
|
||||
end else begin
|
||||
set_selectable_perk(Steadfast, 0, 1, "");
|
||||
end
|
||||
if(dude_level>=12 and has_fake_perk(Grappler)==0 and get_pc_base_stat(5) >= 6) then begin
|
||||
//display_msg("Grappler available");
|
||||
set_selectable_perk(Grappler, 1, 1, "You like to fight up close and personal. Enemies will not be pushed away from you when you fight with your fists.");
|
||||
end else begin
|
||||
set_selectable_perk(Grappler, 0, 1, "");
|
||||
end
|
||||
if(dude_level>=6 and has_fake_perk(HawkEyed)==0 and get_pc_base_stat(1) >= 7) then begin
|
||||
//display_msg("Hawk Eyed available");
|
||||
set_selectable_perk(HawkEyed, 1, 1, "You watch your property like a hawk. Other critters will be unable to steal from you.");
|
||||
end else begin
|
||||
set_selectable_perk(HawkEyed, 0, 1, "");
|
||||
end
|
||||
if(dude_level>=18 and has_fake_perk(PerfectAim)==0 and get_pc_base_stat(6) >= 6 and get_pc_base_stat(1) >= 6) then begin
|
||||
//display_msg("Perfect aim available");
|
||||
set_selectable_perk(PerfectAim, 1, 1, "Combat has become second nature to you. You now make less unforced mistakes than the less experienced wanderers of the wastes.");
|
||||
end else begin
|
||||
set_selectable_perk(PerfectAim, 0, 1, "");
|
||||
end
|
||||
if(dude_level>=9 and has_fake_perk(Teacher)==0 and get_pc_base_stat(4) >= 7) then begin
|
||||
//display_msg("Teacher available");
|
||||
set_selectable_perk(Teacher, 1, 1, "Passing on your experiences to your companions will no doubt prove useful. All npcs in your party gain a level.");
|
||||
end else begin
|
||||
set_selectable_perk(Teacher, 0, 1, "");
|
||||
end
|
||||
end
|
||||
|
||||
procedure PickedPerk begin
|
||||
//display_msg("Picked perk");
|
||||
if(has_fake_perk(Steadfast)==1 and get_sfall_global_int("ts_chp00")==0) then begin
|
||||
//display_msg("Steadfast applied");
|
||||
set_sfall_global("ts_chp00", 1);
|
||||
set_target_knockback(dude_obj, 0, 0);
|
||||
end
|
||||
if(has_fake_perk(Grappler)==1 and get_sfall_global_int("ts_chp01")==0) then begin
|
||||
//display_msg("Grappler applied");
|
||||
set_sfall_global("ts_chp01", 1);
|
||||
end
|
||||
if(has_fake_perk(HawkEyed)==1 and get_sfall_global_int("ts_chp02")==0) then begin
|
||||
//display_msg("HawkEyed applied");
|
||||
set_sfall_global("ts_chp02", 1);
|
||||
set_base_pickpocket_mod(5, -5);
|
||||
set_critter_pickpocket_mod(dude_obj, 95, 0);
|
||||
end
|
||||
if(has_fake_perk(PerfectAim)==1 and get_sfall_global_int("ts_chp03")==0) then begin
|
||||
set_sfall_global("ts_chp03", 1);
|
||||
set_critter_hit_chance_mod(dude_obj, 98, 0);
|
||||
end
|
||||
if(has_fake_perk(Teacher)==1 and get_sfall_global_int("ts_chp04")==0) then begin
|
||||
set_sfall_global("ts_chp04", 1);
|
||||
inc_npc_level("Vic");
|
||||
inc_npc_level("Myron");
|
||||
inc_npc_level("Marcus");
|
||||
inc_npc_level("MacRae");
|
||||
inc_npc_level("Sulik");
|
||||
inc_npc_level("Lenny");
|
||||
inc_npc_level("Cyberdog");
|
||||
inc_npc_level("Doc");
|
||||
inc_npc_level("Goris");
|
||||
inc_npc_level("Robobrain");
|
||||
inc_npc_level("K9");
|
||||
end
|
||||
call LevelChange;
|
||||
end
|
||||
|
||||
procedure PerksRepeat begin
|
||||
if(get_sfall_global_int("ts_chp01")==1) then begin
|
||||
if((active_hand==0 or critter_inven_obj(dude_obj, 1)==0) and (active_hand==1 or critter_inven_obj(dude_obj, 2)==0)) then begin
|
||||
set_target_knockback(dude_obj, 0, 0);
|
||||
end else begin
|
||||
remove_target_knockback(dude_obj);
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
procedure SetupPerks begin
|
||||
if(get_sfall_global_int("ts_chp00")==1) then begin
|
||||
set_target_knockback(dude_obj, 0, 0);
|
||||
end
|
||||
if(get_sfall_global_int("ts_chp02")==1) then begin
|
||||
set_base_pickpocket_mod(0, 0);
|
||||
set_critter_pickpocket_mod(dude_obj, 95, 0);
|
||||
end
|
||||
if(get_sfall_global_int("ts_chp03")==1) then begin
|
||||
set_critter_hit_chance_mod(dude_obj, 98, 0);
|
||||
end
|
||||
end
|
||||
|
||||
procedure start begin
|
||||
variable mode;
|
||||
mode:=get_sfall_global_int("ts_trt00");
|
||||
//mode:=1;
|
||||
if (game_loaded) then begin
|
||||
if(mode!=-1) then begin
|
||||
call SetupPerks;
|
||||
set_swiftlearner_mod(25);
|
||||
apply_heaveho_fix;
|
||||
set_pyromaniac_mod(10);
|
||||
set_perk_stat_mag(11, 40);
|
||||
set_perk_stat_mag(30, 40);
|
||||
set_perk_desc(11, "You are better able to avoid radiation and the bad effects radiation causes. Each level of this Perk improves your Radiation Resistance by 40%");
|
||||
set_perk_desc(30, "Yum! Tastes like chicken. For each level of this Perk, you gain +40% to your Poison Resistance.");
|
||||
set_perk_desc(35, "Each level of the Heave Ho! Perk gives you an additional +2 to Strength for purposes of determining range with thrown weapons only.");
|
||||
set_perk_desc(50, "You are indeed a Swift Learner with this Perk, as each level gives you an additional +20% bonus whenever you earn experience points. This is best taken early.");
|
||||
set_global_script_repeat(100);
|
||||
end
|
||||
return;
|
||||
end
|
||||
if(mode!=1) then begin
|
||||
if(mode==-1) then begin
|
||||
set_global_script_repeat(0);
|
||||
end
|
||||
return;
|
||||
end
|
||||
mode:=get_sfall_global_int("ts_trt02");
|
||||
if(mode!=dude_level) then begin
|
||||
call LevelChange;
|
||||
set_sfall_global("ts_trt02", dude_level);
|
||||
end
|
||||
mode:=get_sfall_global_int("ts_trt01");
|
||||
if(mode!=get_perk_owed) then begin
|
||||
if(mode>get_perk_owed) then begin
|
||||
call PickedPerk;
|
||||
end
|
||||
set_sfall_global("ts_trt01", get_perk_owed);
|
||||
end
|
||||
call PerksRepeat;
|
||||
end
|
||||
@@ -0,0 +1,32 @@
|
||||
Improved character development mod for fallout 2 by Timeslip
|
||||
v1.4
|
||||
----------------------------------------
|
||||
|
||||
To use, simply extract the contents of this archive to your fallout 2 directory. If you are using a version of this mod from before 1.3, or have not used this mod before, you will need to start a new game. If you are already using 1.3 or newer, updating will not effect you save games.
|
||||
|
||||
There are currently a total of 6 traits and 5 perks available. You can only pick one extra trait per character, which must be chosen from the character screen at any time before advancing to level 2. Perks will become available at specific levels just like the normal ones.
|
||||
|
||||
This mod should be compatible with any other mods, as long as they don't use conflicting sfall functions.
|
||||
|
||||
----------------------------------------
|
||||
|
||||
v1.4 (1/9/08)
|
||||
Pyromaniac now increases fire damage by 10
|
||||
Heave ho will now increase thrown weapon range beyond their usual maximums
|
||||
Swift learner xp bonus increased to 20%
|
||||
Snake eater and rad resist perks changed to give +40% resistance each.
|
||||
New perk: Teacher
|
||||
Added stat requirements for the new perks
|
||||
|
||||
v1.3 (30/8/08)
|
||||
Converted to use the new functions in 1.33, resulting in a few fixed bugs and less script hackery.
|
||||
Removed some of the more pointless traits. Readded a couple as perks, and added a couple of completely new perks.
|
||||
|
||||
v1.2 (30/6/08)
|
||||
Fixes and balance tweaks
|
||||
|
||||
v1.1 (17/5/08)
|
||||
Added new traits rapid learner and diligent learner
|
||||
|
||||
v1.0 (09/02/08)
|
||||
First release. Included 8 additional traits.
|
||||
Binary file not shown.
|
After Width: | Height: | Size: 2.8 KiB |
Binary file not shown.
|
After Width: | Height: | Size: 3.5 KiB |
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user