SS2 Coloured Laser Rapiers All-in-One

1 Guest is here.
Page: 1/19▶▶
664b826a70612
sarge945Quote
°DML

Coloured Laser Rapiers All-in-One
A mod by Sarge945

This mod adds coloured variants of the Laser Rapier, adding Yellow, White, Red, Purple, Orange, Green and Black variants. All of the rapiers are available in-game all at once, and can show up alongside each other as well as the original Blue variants.

A glowing psi sword is also available as a standalone companion mod.

This mod is highly inspired by the original mod, and uses the assets from it.

Main Features:
  • Rapier colours are randomised in-game! No need to use individual colour versions, you can have them all at once!
  • Choose from one of two versions, Cyclable or Hackable (BETA)
    • Cyclable lets you change rapier colours freely via right click
    • Hackable lets you change rapier colours via hacking (Skill 4 required, 10 nanites per hack)
  • Rapiers will emit a glow (which will pulse slightly) in their respective colour.
  • The black version does not glow at all.
  • Compatible with SCP, SecMod and most other mods
  • When using a mod that adds rapiers to Cyborg Assassins, the rapier colours will be randomised
    • Compatible with Secmod and the Assassin Rapier module for Scary Monsters 1.03.
    • Assassins from Secmod will have the correct blue colour for their blue rapier variants, rather than the bright blue introduced in Secmod.
    • This mod by itself does not add rapiers to assassins!
  • Adjustable rarity settings in the squirrel file, including completely disabling various colours or making them more/less likely to spawn (see the docs folder for info on how to adjust this).

https://www.youtube.com/watch?v=YXeg8Isx2RY

You can discuss this mod, provide feedback, and talk about my other mods here

Changelog:
v1.05 BETA:
- Now allows rerolling!
- Now split into 2 versions: Hackable and Cyclable
   - Hackable version requires hacking the rapier in order to reroll, requires Hack 4, 10 nanites per attempt
   - Cycle version simply cycles through the available colours on right click

v1.04:
- No longer in beta! After thorough testing by multiple people, this is now ready to go!
- Removed print statements that were part of the beta version. This should pollute ss2.log a lot less.
- Slightly modified purple rapier glow to fit the rapier colour better.
- Glow brightness values are now controlled via constants at the top of the script, for easier editing by others.

v1.04 BETA 4:
- Removed Scripted Object replacements to ensure compatibility with both Secmod and SS2-RSD, since the latter replaces and changes objects via script, including rapiers.
    - Took a different approach to ensure rapiers in the maps are replaced.
- Fixed borked Black assassin rapier model

v1.04 BETA 3:
- Added DML edits to recreate all in-map rapiers in the vanilla game and SCP. Not Secmod compatible currently.

v1.04 BETA 2:
- Updated the Assassin Rapier models to use the same textures as the standard ones, rather than an identical copy.
    - The Blue variant now uses the standard BLUE.PCX and TURQ.PCX files from vanilla

v1.04 BETA:
- Completely changed the way assassin rapiers work. It should now be perfectly consistent
    - Assassins will now roll a rapier colour once, and apply it to every rapier they generate, including loot
    - Assassin rapier rarity can now be set the same way that regular rapier rarity can be

v1.03:
- Minor changes to the code for legibility, added more documentation comments in the squirrel file for people who wish to tweak the mod.
- Added Secmod assassin support.
- If assassins are forced to use a rapier colour, it will also affect rapiers they drop on death.


v1.02:
- Slightly brightened the White variant of the texture as it was too dark around the edges, making the rapier look like a thin white stick (world model only).
- Fixed extremely stupid bug introduced in v1.01 involving wrong rapier colours when transitioning levels.
- Updated assassin rapier textures to ensure consistency with the standard ones, including the overly-bright blue texture (caused by GIF palette issues in the Secmod model).
    - Assassin rapiers should now look identical to their standard counterparts
    - Load after Secmod and Scary Monsters, as they both include the same blue assassin rapier model

v1.01:
- Added support for the upcoming v1.03 version of Scary Monsters Assassin Rapiers Addon
    - Assassins will no longer hold rapiers incorrectly
    - Due to the way Scary Monsters works, the assassins generate a new Rapier every time they attack. This means the colours continually change.
        - Added a new setting to combat this, assassinForceColor at the top of the squirrel file. I personally recommend setting this to black (index 7) since it looks great on stealthy ninjas.
    - Includes a missing texture bluegrad.gif, which fixes the purple Jorge texture on blue assassin rapiers.
- Fixed issues with level loading corrupting rapier glows (fixed for real in v1.02)

Credits:
IonosFear for the original mod, and for the rapier textures which I am using from those original mods. Secmod for the assassin rapier models, which I had to copy from secmod to make compatible.

Special thanks to @Deu sex for testing.

Additional Note
The new beta version comes in 2 versions - cyclable and hackable. Please use only one version

Updated versions of the old mod are also here for posterity, Their only difference from the original versions is they update the glow colours added by Secmod and SCP to match the chosen rapier colour. They have no randomisation, and work exactly the same way as the original mod. It is highly recommended that you use the All-in-One version instead. Do not use any of the individual colour versions if using the All-in-One version, it has them already included.
Acknowledged by: RoSoDude
664b826a709ac
voodoo47Quote
quick look at the dml;
DML1

+ObjProp -24 "LightColor" //Electro Shock
{
    "hue" 0.98 //red
}
would probably go with
DML1

ObjProp -24 "LightColor" //Electro Shock red
{
    "hue" 0.98
}
omitting the + means it will only edit the value if it exists, which is exactly what you want to do here. also, not liking the comment right next to the hue value, even though it's probably ok (and note, one extra empty line at the end of the dml, it's recommended for a reason I quite cannot remember right now). anyway, this is extreme nitpicking, but if you are getting into this, might as well acquire the proper habits as soon as possible..
664b826a70ac2
sarge945Quote
The reason I have a comment at the end of each line is because in my master copy, I have all the different color changes in the brackets right after each other, and I just delete the invalid lines for each mod version.

I could remove the comments at the end of the hue lines, but they seem to be harmless?

I guess I could put the comment on the line above the actual hue
664b826a70ba3
sarge945Quote
I have reuploaded new versions with the feedback. I don't think it makes any real difference, but it's worth being technically correct.

EDIT: I just checked, these also seem to work with Secmod's rapier glow
664b826a70c56
voodoo47Quote
yes, if the value is there, the dml will work. you can limit this via fingerprinting if you want.
Page: 1/19▶▶
Reply

Legal stuff

Privacy Policy & Terms of Service Contact