News: Welcome back to Bullworth! If you haven't already, you will need to reset your password..


Show Posts

* Messages | Topics | Attachments

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 - Micha

Pages: [1] 2 3 4
1
Modding Questions/Help / PedSetHealth issue
« on: June 24, 2021, 04:57:28 PM »
Hi, can someone help point me in the right direction? I have been trying to create a script where I can change the stats of certain peds during some specific missions but I'm having issues with the PedSetHealth command. No matter what value I add, in the affected mission the affected ped stops losing health and basically becomes invincible. Every other command has been working as intended so far except this one.

What my intention has been is adjusting some stuff that annoys me, like Bif having his health divided by 2.5 during the Weed Killermission. As well as reducing the damage taken for some bosses in certain boss fights and increasing the damage of certain characters. I also feel like I could organize the script a lot better

If someone could help me out it would be appreciated.

Thank you for your time

2
You're welcome, though once again thank Derpy. This is all thanks to her since it's her work and I myself learned a lot of stuff about how scripting and action nodes work by looking at her script.

3
I updated the link already, if it didn't pardon my idiocy/adhd
.

4
Try it out now, I used my own script file this time.

5
No worries you're completely fine, this is stuff you learn with time; you're not bothering me at all. I think I know where the issue is. I think the script file you provided might not have merged well with the mod. This escaped my notice because I tested it in my own script but I didn't try it with your file specifically. Wait a moment and I'll fix this in a sec.

6
You're welcome, but it's mainly Derpy who deserves praise. This is her work, I just added stuff to it.

7
It should be attached to the comment at the bottom, it is at least visible to me. But I made sure to add a MediaFire link to my previous comment in case that's just easier for everyone.

8
Since Derpy mentioned in her original mod that she was ok with people using her stuff as long as they linked the og mod decided to do what you asked. All the credit goes to her though, because her script makes a lot of this stuff much easier to do. Stuff which without this script I probably would not have been able to do at this point in time.
I would also credit SimonBestia at the same time because he helped me a lot in terms of understanding the script which has allowed me to understand what is necessary for mods to be able to work.
I refuse to take any of the credit.

I put together a little care package for you, which does most of the things you asked for, it includes the script.img and script.dir as well as an ide.img and a pedstat.dat where I've already changed some of the stuff to make Darby do his duck uppercut for example.

Edit: I forgot to elaborate that I also added both the STimeCycle.lur and STimeCycle.lua files just in case you wanted to look at them. If you're new to Bully modding there is no way you could know what their function is so my apologies for not explaining.

The StimeCycle.lur file is basically where the mod is located, it's the encrypted script and should be inserted into the script.img file, I included it in case you wanted to add the modd manually. The StimeCycle.lua file is basically the script in case you wanted to look at the script and what was done with this mod. Neither of those files are necessary for the mod because I already inserted the STimecyle.lur file into the Script.img file you provided.

As for the other stuff you asked, I was able to do quite some of it. Except stuff like Johnny's tornado kick because the action nodes available for it  are a lot more confusing, it says something about importing the 2_B.lua script similar to Darby's chase uppercut that I also wasn't able to add.
Stuff like adding townie zoe back in endless summer I have no idea how to do. Same thing for adding Jimmy's grapple reversal to other bosses and stuff dealing with the Boston crab. When it comes to the Complete Mayhem version of Russell, his health stat in complete Mayhem is multiplied by 7, so if I were to give him the BOSS_RUSSELL stat it would mean he would have he would have a total of 4550 hp in complete mayhem. So I instead just increased his health by 7 outside of missions with a maximum amount of 800, the same as freeroam Russell.

I was even able to make sure that both Derby and Bryce change to the BOSS_Darby and P_bif moveset and their equivalent AI only in combat while keeping the normal AI out of combat to make sure nothing weird happens. Just so you know there appears to be a weakness with the P_Bif moveset given to Bryce, because he appears to not be able to run while in combat with you. You have to remember that it'sa moveset made for the boxing minigame, but outside of that it works quite fine (I gave Bryce a grab as well as the punch combo and uppercut of the P_Striker_A moveset to make up for it).

Only thing is that I had to replace the STimeCycle.lur file inside the script file you provided in order to add all this stuff  So there was no way to know if I removed something added beforehand because it's all encrypted.

I hope you enjoy it, and please check out Derpy's stuff because she's amazing and a much better modder than I could ever hope to be.


Update: in case you were experiencing issues with loading a savefile I made an updated a second version that fixes it:



9
 I was able to do some of this stuff by using a mod by Derpy54320 and adding stuff to its script such as the J_Melee_A Sholder barge for example. I also used to believe this stuff was impossible, but due to the script Derpy wrote you are able to add some of this stuff and actually make it work in the game, it's amazing! (only worked for offensive moves/action nodes, however)
If you want to I can try to apply some of this stuff like the shoulder barge and share it with you, but at the same time, this is Derpy's work so I would prefer to share it in private because I don't feel comfortable just posting stuff which is her work.

here's a link to her modd: https://www.mediafire.com/file/04cfvg9alv4d4tm/difficulty_alpha_2.zip/file

Some of this stuff can be done without lua, tough for a lot of things lua seems to be the most efficient. For Ted's block, you'll need the J_Ted fighting style (his tackle is buggy though) which can be added in a similar way that the Nemesis moveset can be added to Gary in the ide.img. However, the example Simon gave might be easier because changing styles that are only a few characters long can be a headache since you would have to change or move other stuff around to complement it.
You can also ensure that Derby uses his counter uppercut by increasing the second evade stat in the pedstat.dat for Derby (there is both evade frequency and evasion if you change evasion to about 40 or 50 he will do it frequently). He will then have a higher chance to do his duck uppercut if grabbed in his boss fight (or if he has both his Boss style and AI) as well as his boxing evades.

10
Modding Questions/Help / Re: Damage multiplier script
« on: April 16, 2021, 05:57:43 AM »
Now it finally worked, thank you for everything. You've helped a ton.

11
Modding Questions/Help / Re: Damage multiplier script
« on: April 15, 2021, 05:05:15 PM »
Would this be the right approach to how you introduced the script or am I still getting it wrong?

12
Modding Questions/Help / Re: Damage multiplier script
« on: April 15, 2021, 09:34:07 AM »
Yeah, I'm aware. I have ADHD so my attention span is not exactly good, I easily overlook this stuff if I don't specifically pay attention to it because else I assume I wrote it differently. It's an absolute pain in the arse   :blank: .

Anyways, I was also able to make the multiplier work for individual characters using Derpy's difficulty mod to apply this stuff. Unlike at the beginning, where I had no idea about what I was doing, this time I was able to identify which functions and parts of the main function were important to make the multiplier work because of what you already have shown to me.

I'll try to use your method again while paying more specific attention to case sensitivity. I know I can be difficult to deal with, but still thanks for showing me all this stuff.

13
Modding Questions/Help / Re: Damage multiplier script
« on: April 15, 2021, 05:28:56 AM »
I tried this with two different methods but the multiplier didn't seem to have an effect on either of them.

14
Modding Questions/Help / Re: Damage multiplier script
« on: April 14, 2021, 05:42:53 PM »
You were a hundred percent right, it works this way. The only thing I'm not sure about is the actual damage multiplier as I did not notice any significant difference in the damage Jimmy took and I can't see how much damage is being done exactly.

15
Modding Questions/Help / Re: Damage multiplier script
« on: April 14, 2021, 04:43:04 PM »
So I added wait(1000) after "While true do" and it ended up working. Though the only obvious change at first was that the text "Finding peds matching specified conditions..." and "Found a prep!" showed up after being near a prep. But it only worked for preps, while I also added the command for jocks and greasers. I wasn't able to determine whether the multiplier worked.
But I'm so happy that you could visually see that something worked and was affected by the script.

Thank you so much Simon, you've helped me a whole lot.

Pages: [1] 2 3 4