Adaptive shields, anyone?

Freeform discussion about anything related to modding Transcendence.
Ralen
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Does anyone feel up to making adaptive shields? What I was thinking is to have them change to defend against the last energy type to hit them, but I don't know how you'd be able to track that.
Burzmali
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The only "adaptive" code that I know of in the game is the Luminous. They choose a shield based on what killed the latest drones.
Ralen
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ya.. the luminous code uses onDestroy.. a bit too late for this application.. lol
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Aphi
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Maybe make it like "OnDamage" some how
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goat not sheep
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Maybe in the next version, george will provide us with a new code.
>.<
Burzmali
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I wouldn't expect an "onHit" or "onDamage" any time in the near future. Think about the number of calls that would be made to that event. The longest element in processes a "tick" is already hit detection.

George could confirm it, but I am willing to wager that anytime the game uses the scripting language instead of hardcoded routines it uses 3-4 times as much overhead.
george moromisato
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Burzmali wrote:...I am willing to wager that anytime the game uses the scripting language instead of hardcoded routines it uses 3-4 times as much overhead.
Yes--very insightful. Anything in the scripting language is much much slower than native code.
Burzmali
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Let's just say that I have had some dealings with handling data in such a manner :?

Hell, I'm still impressed that the game doesn't grind to a halt the moment someone fires a plasma torch.
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goat not sheep
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Maybe there's code that isn't stated in all of the XML?
>.<
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FAD
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It's interesting that when it comes to shields, we have the manually HP adjustable shield, a shield that weakens whenever the armor gets damaged, a shield that requires useable coils to generate a field and we have HP enhancers as well as a few select reflective enhancers for level VII+ shields... but none that can be switchable for resistances.

Although this probably should be posted in the Bugs and Brainstorms thread, it is however, on the same line of this topic of adaptive shields...

George, what about creating a shield that is capable of manually switching between two (maybe three) damage-type resistances via the player? Maybe have a line of shields with each having different switchable resistances? The drawback could be that when switching, not only would it consume more power, but would also collapse the shield completely and would have to regen to full charge with the newly selected resistance type.

Sound feasible?
Burzmali
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That's feasible now. All you would have to do is make 3 or 4 shield and but and <Invoke> section together that uninstalls one and installs another.

The "use" itself would call a dockscreen let the Longhzu does.
You would have would present the options as <actions>
Once the player selected, you would uninistall and remove the current shield, and then create and install the new one.
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FAD
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Well, that's interesting. Is it possible to use the same name for more than one item--just use different UNID's per each one?
Else, it would be like changing different shields on the fly (each with different names) while I'm talking about a single shield that is switchable to different resistance types (similar to the Jotun deflector, but instead of changing HP's, it would change resistances.)

Am curious about your idea though. Got anything written up for that? I'd like to see it.
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goat not sheep
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FAD wrote:Well, that's interesting. Is it possible to use the same name for more than one item--just use different UNID's per each one?
Yes. I modded the fraud ion cannon, a fraud iocrym cocoon(costs 100 hp...too good to be true!)Yes. It's possible.
>.<
Burzmali
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I'll code up a demo tomorrow when I get a chance.
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FAD
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Sounds good. Let me know what ya come up with. Still want to see it.
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