Add colors to args that dynamic effects accepts

Bug reports for the different beta versions of transcendence.
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RPC
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Location: Hmm... I'm confused. Anybody have a starmap to the Core?

This is because I want to change the color of a weapon when it has higher dps or a unique effect.
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digdug
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how dynamic effect lasers work ? don't they change color between laser and turbolaser ?
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I guess RPC means one of two things.
* Weapon item icon changes color when you enhance the weapon.
* Lasers change color when you enhance them with enough damage bonus. Currently, if you have enough +damage% for lasers as strong as turbolasers, they are still red (or orange in case of Bolide). I need to use a messy OnFireWeapon event to fire one of many laser entities to force the game to upgrade color when laser weapon gets a damage boost.
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RPC
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Location: Hmm... I'm confused. Anybody have a starmap to the Core?

I was thinking that <GetParameters> could have PrimaryColor: and SecondaryColor: as arguments:

Code: Select all

			<GetParameters>
               (block Nil
                  ...
            
                  {
                     length: ...
                     width: ...
                     intensity: ...
					 PrimaryColor: ...
					 SecondaryColor ...
                     }
                  )
            </GetParameters>
Then I would have a function to get the damage of the weapon (I'm still looking for it but I might have to request it >.<) and then return colors as an argument using switch:

Code: Select all

(Switch
	damage > 30
		return red
	damage > 50
		return purple
	)
Actually I might also need aWeaponUNID for this event as well :S
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Der Tod ist der zeitlose Frieden und das leben ist der Krieg
Wir müssen wissen — wir werden wissen!
I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.
george moromisato
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RPC wrote:I was thinking that <GetParameters> could have PrimaryColor: and SecondaryColor: as arguments:

Code: Select all

			<GetParameters>
               (block Nil
                  ...
            
                  {
                     length: ...
                     width: ...
                     intensity: ...
					 PrimaryColor: ...
					 SecondaryColor ...
                     }
                  )
            </GetParameters>
Then I would have a function to get the damage of the weapon (I'm still looking for it but I might have to request it >.<) and then return colors as an argument using switch:

Code: Select all

(Switch
	damage > 30
		return red
	damage > 50
		return purple
	)
Actually I might also need aWeaponUNID for this event as well :S
Have you tried it? I believe it works today.

I will add weaponUNID to the gData variable.
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