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 [WIP] Alchemy (FMA Style) 
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Joined: Sun May 31, 2009 1:04 am
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 [WIP] Alchemy (FMA Style)
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This mod adds an Alchemist actor who is able to create weapons out of thin air, in a style similar to the alchemy from the Full Metal Alchemist series.

*NOTICE* I've been working on this mod off and on for the past few months. I plan to add on to the mod more over time. This is just my first stable release. Any feedback, help, and suggestions would be appreciated. Also, if anyone can help me with sprites, that would be awesome.

Instructions: As the Alchemist actor...
    Press the Space Bar to "mark" a nearby dropped weapon. You'll tell the weapon has been marked since it gibs.
    Hold Crouch and press the Space Bar to then transmute the weapon. The weapon can then be transmuted as many times as you like.

Credits:
Kyred - Idea, Lua script, HDFireArmAnalyzer.jar, and BMPToArrayFormatter.jar.
TheLastBanana - for his BMPToArray.exe program.
The Alchemy.wav file was ripped from Full Metal Alchemist: Brotherhood episodes 2 and 29. Ripping, filtering, and splicing of the two original sound bits into one was done by myself.

Attachment:
File comment: Fixed Dependency issue.
Toned down the glow a bit.

WeaponCrafter.rte.rar [2.33 MiB]
Downloaded 973 times


Adding User-made Weapons:
Transmuted weapons are drawn pixel by pixel through information obtained from their .bmp image files. To add non-vanilla content to the mod, I have included a program that, when ran, will add analyze all the .bmp files from all installed mods and adds their data to the list of transmutable weapons. However, I plan to rewrite the code for this program in the future, in order to make things simpler for users.

But for now, here's how to use the current program:
    Step 1.) Run DataCrawler.bat inside your WeaponCrafter.rte\WeaponFileCrawler folder
    Step 2.) The first time DataCrawler.bat tells you "Press Any Key to Continue...", wait a good 30 seconds before hitting continue. This makes sure all the .txt files are created before the program continues. (this is only necessary on the first pause that pops up. On the other ones, you don't have to wait.)
    Step 3.) After DataCrawler.bat is finished, move the newly created HDFireArms.lua and HDFireArmsSprites.lua files to the WeaponCrafter.rte folder. Overwrite the old ones.
    Step 4.) Start up CC.


Last edited by Kyred on Mon May 24, 2010 8:39 pm, edited 1 time in total.



Mon May 24, 2010 7:33 am
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Post Re: [WIP] Alchemy (FMA Style)
Looks nice, but has references to ParticleAccelerator.rte.


Mon May 24, 2010 7:51 am
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Post Re: [WIP] Alchemy (FMA Style)
Generating code by crawling the source files, I love it.
I did that for a ship's attachable armor, but in the end 27 attached items was too laggy to play.
As it is not multi-platform exactly yet, I'll have to take a good look at your java and see if I can make it run on my mac.


Mon May 24, 2010 8:15 am
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Post Re: [WIP] Alchemy (FMA Style)
Petethegoat wrote:
Looks nice, but has references to ParticleAccelerator.rte.
I forgot to fix those :-( . I'll upload an independent version as soon as I am able to. Thanks for the catch.


Mon May 24, 2010 8:42 am
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Post Re: [WIP] Alchemy (FMA Style)
I made a quick fix for the more impatient among us.

Now redundant, get the download from the OP.


Last edited by Petethegoat on Mon May 24, 2010 9:13 pm, edited 1 time in total.



Mon May 24, 2010 9:09 am
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Post Re: [WIP] Alchemy (FMA Style)
"Human kind can not gain anything without first giving something in return, to obtain something of equal value must be lost. That is alchemy's first law of equivalent exchange."

LAWL TRANSMUTING OUT OF AIR LAWLAWLAWLAWLWALAWL


No seriously I do like it, but I suggest adding some effect if possible of the terrain around the actor being taking in to create the weapon in question, even if in small amounts. That and adding a small health loss so that players will not spam making nukes or a crap load of weapons just to haul off to make money.


Mon May 24, 2010 4:59 pm
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Post Re: [WIP] Alchemy (FMA Style)
Okay, I fixed the issue with dependency. I also decided to turn down the glow a bit. That other glow effect would take up small weapon images entirely that you could not see the weapon being constructed. The smaller one works better, imo.

I plan to make this mod "eat" some terrain eventually. That'll be further down the road, though. For now, I'm just trying to get this release out for feedback and ideas.


Mon May 24, 2010 8:41 pm
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Post Re: [WIP] Alchemy (FMA Style)
For the terrain eating, I can think of two ways to do it, one easy, and one hard.

The easy way would be to simply had a burst of terrain raping, damageless particles be emitted, either from the actor, or the device as it appears.

The hard way would be to see if you could have it calculate the number of pixels that the device is made of, and have it eat that number from around the actor's feet.


Mon May 24, 2010 9:54 pm
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Post Re: [WIP] Alchemy (FMA Style)
I'd assume it would be relatively easy to get the number of pixels, as he already has to transcribe them pixel by pixel anyway.

Then he can just spawn the required number of pixels via Lua.
The only issue is making sure that all the spawned pixels take just one pixel of terrain each, which does not then resettle.


Mon May 24, 2010 9:58 pm
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Post Re: [WIP] Alchemy (FMA Style)
Or spawn MOSR of said gun in the ground, have it move and displace the pixels (which disappear and don't fall), then have it die.

What?


Mon May 24, 2010 10:06 pm
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Post Re: [WIP] Alchemy (FMA Style)
I must say, I like whitty's idea... Sounds do-able.


Mon May 24, 2010 10:10 pm
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Post Re: [WIP] Alchemy (FMA Style)
The only problem with that is that you'd get gun shaped cutouts in the ground, which wouldn't be too bad, I suppose.
That, and visually it wouldn't be quite as cool, though that's somewhat objective.


Mon May 24, 2010 10:14 pm
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Post Re: [WIP] Alchemy (FMA Style)
I think it should use the probably more difficult method of nomming the ground randomly, instead of weapon-shaped chunks of missing ground. Maybe if it sprayed particles with HitMOs = 0 and GetHitByMOs = 0, and have a particle accelerater-y script to draw the terrain up, and then once it got within a certain range of the center of the weapon being alchemized, disappear the terrain particle and make a particle of the gun? Is that doable Kyred?

EDIT: Unless there isn't a way to differentiate between any old terrain particle and a specific, named thing. But then I suppose you could just shoot the ground destruction particles fast enough that they would hit the ground before the alchemy could suck them up.


Mon May 24, 2010 10:44 pm
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Post Re: [WIP] Alchemy (FMA Style)
YOU ARE THE BEST!!!!
Ive been waiting this for ever!!!!


Mon May 24, 2010 11:21 pm
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Post Re: [WIP] Alchemy (FMA Style)
this is cool but may I ask that YOU GET OUT OF MY HEAD!!!!
oh well it still doesn't do all I want my alchemist mod to do :oops:


Tue May 25, 2010 1:10 am
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