AlliedModders Donor
Join Date: Jul 2014
Location: Houston, TX
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09-25-2015
, 17:51
[Subplugin] Koishi's Abilities
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#1
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SHADoW93 Koishi's Abilities Pack
Making it its own standalone thread for linking purposes, formally part of my bosses thread.
This subplugin WILL continue to see updates and bugfixes whenever i feel like working on it.
Koishi's Abilities Pack (shadow93_abilities):
REQUIRES SOURCEMOD V1.7.x OR LATER & FF2 v1.10.4 OR LATER
Ability pack consisting of: - Roboticize (Passive) (Robots): Alters voice lines to use robotic voice lines. Used for Major Crits (both Giant and Junior)
- Intro Track (Passive) (Any): Allows a custom track to play during countdown time on round start
- Outtro Track (Passive) (Any): Allows a custom track to play at round end
- Revive Markers(Passive) (Any): Allows medics to revive players (from Wolvan's revive markers plugin)
- Taunt Slide (Any): Play the taunt animations on-rage. Only for FF2 1.10.x
- Vaccinator (Any) (AMS Supported): Gain bullet, blast or fire resistance for X seconds.
- Buildable (Engineer / Spy) (AMS Supported): Gives boss build tools or sapper
- Reaction (Serverwide effect) (Any): Voice responses to a RAGE/Death effect similar to reacting to a rare magic spell.
- Summon (Any) (AMS Supported): Works identical to Otokiru's charge_salmon except more customizable!
- Thriller (Ranged effect) (Any) (AMS Supported): Nearby players dance helplessly!
- Random model (Tweak/On-kill)(Any): Change the boss model to a random one.
REQUIRES ff2_ams.inc TO COMPILE!
AMS Support (Ability Management System) requires ff2_sarysapub3 for using AMS-supported abilities to work under AMS, in addition to the below CFG Config:
Spoiler
Code:
"abilityX"
{
"name" "ability_management_system"
"arg1" "0" // activation key. 0=E, 1=R, 2=MIDDLE MOUSE, 3=USE(not bound by default)
"arg2" "1" // selection key. 0=not usable, 1=R, 2=MIDDLE MOUSE, 3=USE(not bound by default)
"arg3" "3" // reverse selection key. 0=not usable, 1=R, 2=MIDDLE MOUSE, 3=USE(not bound by default) [note: hidden feature, keeping this standard going]
"arg4" "0xc00000" // HUD color (unavailable)
"arg5" "%s (%.0f rage) [RELOAD (R) to change]\n%s\nAbility is currently unavailable." // HUD text format (unavailable)
"arg6" "0xffffff" // HUD color (available)
"arg7" "%s (%.0f rage) [RELOAD (R) to change]\n%s\nAbility is available. (press E)" // HUD text format (available)
"arg8" "0.68" // HUD Y
"arg9" "RAGE Meter: %.0f%%\nHP: %d / %d" // HUD replacement text
"arg10" "0.80" // HUD replacement Y
"plugin_name" "ff2_sarysapub3"
}
CFG Configs:
Spoiler
Roboticize (voice lines):
Spoiler
PHP Code:
"abilityX" { "name" "roboticize" "arg1" "0" // Mode (0 = Normal, 1 = Giant) "plugin_name" "shadow93_abilities" }
Intro Track:
Spoiler
PHP Code:
"abilityX" { "name" "intromusic" "arg1" "freak_fortress_2\s93dm\eog_intro.mp3" "plugin_name" "shadow93_abilities" }
SOUNDS CAN ALSO BE DEFINED THIS WAY: "sound_intromusic" { "1" "freak_fortress_2\s93dm\eog_intro.mp3" }
Outtro Track:
Spoiler
PHP Code:
"abilityX" { "name" "outtromusic" "arg1" "1" // Mode (1: Custom, 0: Block stock track) "arg2" "freak_fortress_2\s93dm\eog_outtro.mp3" // Victory Track (if arg2 is only sound specified, defeat and stalemate track will use this) "arg2" "freak_fortress_2\s93dm\eog_outtro_defeat.mp3" // Defeat Track "arg3" "freak_fortress_2\s93dm\eog_outtro_stalemate.mp3" // Stalemate Track "plugin_name" "shadow93_abilities" }
SOUNDS CAN ALSO BE DEFINED THIS WAY: "sound_outtromusic_win" { "1" "freak_fortress_2\s93dm\eog_outtro.mp3" }
"sound_outtromusic_lose" { "1" "freak_fortress_2\s93dm\eog_outtro_defeat.mp3" }
"sound_outtromusic_stalemate" { "1" "freak_fortress_2\s93dm\eog_outtro_stalemate.mp3" }
Random Model:
Spoiler
As a tweak:
PHP Code:
"abilityX" { "name" "random_model" "arg1" "2" // Maximum amount of random models to use "arg2" "models/freak_fortress_2/shadow93/dmedic/d_medic.mdl" "arg3" "models/freak_fortress_2/shadow93/dmedic/d_soldier.mdl" // arg4-arg9001 are the same, model paths "plugin_name" "shadow93_abilities" }
On-Kill effect:
PHP Code:
"abilityX" { "name" "modelchange_on_kill" "arg1" "2" // Maximum amount of random models to use "arg2" "models/freak_fortress_2/shadow93/dmedic/d_medic.mdl" "arg3" "models/freak_fortress_2/shadow93/dmedic/d_soldier.mdl" // arg4-arg9001 are the same, model paths "plugin_name" "shadow93_abilities" }
Revive Markers:
Spoiler
PHP Code:
"abilityX" { "name" "revive_markers" "arg1" "30.0" // Revive marker decay time "arg2" "0" // Revive marker mode (0 = Only non-boss team, 1 = minions can revive in addition to non-boss team, 2 = only minions can revive) "plugin_name" "shadow93_abilities" }
Taunt Sliding:
Spoiler
PHP Code:
"abilityX" { "name" "rage_taunt_slide" "arg0" "0" // Ability Slot "plugin_name" "shadow93_abilities" }
Vaccinator:
Spoiler
PHP Code:
"abilityX" { "name" "rage_vaccinator" "arg0" "0" // Ability Slot "arg1" "0" // Mode (-1 = random, 0 = all types, 1 = bullet resistance, 2 = blast resistance, 3 = fire resistance, 4 = bullet + blast resistance, 5 = bullet + fire resistance, 6 = blast + fire resistance) "arg2" "0" // Duration // args reserved for the ability management system, if configured to be used with AMS. "arg1001" "0.0" // delay before first use "arg1002" "10.0" // cooldown "arg1003" "Vaccinator" // name "arg1004" "Resistances, resistances..." // description "arg1005" "25" // rage cost "arg1006" "1" // index for ability in the AMS menu "plugin_name" "shadow93_abilities" }
Reaction:
Spoiler
PHP Code:
"abilityX" { "name" "effect_classreaction" "arg0" "0" // Ability Slot "plugin_name" "shadow93_abilities" }
Summon:
Spoiler
- As a RAGE:
PHP Code:
"abilityX" { "name" "rage_summon" "arg0" "0" // Ability Slot "arg1" "1" // Sound "arg2" "2" // Summon per rage (specify amount for fixed amount, 0 to summon 1 per alive player, -1 to summon by ratio) "arg3" "0" // Uber Protection "arg4" "1" // Notification Alert (boss-only) "arg5" "0" // Model Mode (0 = Human or Custom model, 1 = Robot Model (automatically applies robot voice lines)) "arg6" "models/props_teaser/saucer.mdl" // Leave blank for human model, or specify model path for custom model (not used if arg5 is set to 1) "arg7" "9" // Player class, leave blank to not change minion class "arg8" "0.0" // Ratio, if arg2 is -1 "arg9" "1" // Remove wearables? (for custom models / tf2 robot models) "arg10" "1" // Weapon mode (0 to allow minions to spawn with regular loadouts, 1 for specific weapon, 2 for no weapons) "arg11" "tf_weapon_drg_pomson" // Weapon Classname (if arg10 = 1) "arg12" "588" // Weapon index (if arg10 = 1) "arg13" "281 ; 1 ; 283 ; 1 ; 285 ; 1 ; 337 ; 25 ; 338 ; 25 ; 339 ; 1; 340 ; 1 ; 2 ; 5" // Attributes (if arg10 = 1) "arg14" "0" // Accessories (1 = Sapper/Build Tools, 2 = Disguise kit, 3 = Cloak, 4 = Dead Ringer, 5 = Disguise+Cloak, 6=Disguise+Dead Ringer, 7=Cloak+Sapper, 8=Dead Ringer+Sapper, 9=Disguise+Sapper, 10=Disguise+Cloak+Sapper, 11=Disguise+Dead Ringer+Sapper) "arg15" "(((160+n)*n)^1.0341)+500" // Health formula "arg16" "1" // Teleport to summoner's location? "arg17" "0" // Ammo "arg18" "0" // Clip "arg19" "-1" // Voice Line mode (-1: Block voice lines, 0: Normal voice lines, 1: Robot Voice lines, 2: Giant Voice Lines, 3: boss's catchphrase, 4: use 'sound_minion_catchphrase') "arg20" "0" // Pickups (0 = None, 1 = Health, 2 = Ammo, 3 = Both) "arg21" "33 ; 4.0" // Spawn Conditions "arg22" "Your minions have spawned" // Summoner's text "arg23" "You are now a minion!" // Summoned's text "arg24" "0" // Restrict new minions to only spawn if alive minions are equal or under the max allowed "arg25" "0" // Restriction: Maximum amount of alive minions when new minions can spawn "arg27" "1" // 0 - slay minions when their summoner dies, 1 - don't slay minions when their summoner dies and instead give minions a fighting chance to win "arg28" "1.5" // Scale "arg29" "0.2" // Gravity "arg30" "fly" // Movetype "arg31" "255 ; 255 ; 255 ; 255" // Player color (R ; G ; B ; Alpha) UNTESTED "arg32" "0 ; 255 ; 0 ; 10" // Weapon color (R ; G ; B ; Alpha) UNTESTED "arg33" "0" // Visible weapons? "arg34" "1" // Disable health being overheal? "arg35" "1.0" // Custom Weapon Scale "arg36" "models/freak_fortress_2/heavy/gun.mdl" // Custom Weapon Worldmodel
// args reserved for the ability management system, if configured to be used with AMS. "arg1001" "0.0" // delay before first use "arg1002" "10.0" // cooldown "arg1003" "Summon" // name "arg1004" "Spawn minions" // description "arg1005" "25" // rage cost "arg1006" "1" // index for ability in the AMS menu "plugin_name" "shadow93_abilities" }
- As a Charge: (Can co-exist with other charged abilities if arg0 is set to 2)
PHP Code:
"abilityX" { "name" "charge_summon" "arg0" "1" // Ability Slot "arg1" "5.0" // Charge Time "arg2" "60.0" // Cooldown "arg3" "1" // Sound "arg4" "2" // Summon per rage (specify amount for fixed amount, 0 to summon 1 per alive player, -1 to summon by ratio) "arg5" "0" // Uber Protection "arg6" "0" // RAGE Cost "arg7" "1" // Notification Alert (boss-only) "arg8" "0" // Model Mode (0 = Human or Custom model, 1 = Robot Model (automatically applies robot voice lines)) "arg9" "models/freak_fortress_2/grey_alien/alien2.mdl" // Leave blank for human model, or specify model path for custom model (not used if arg5 is set to 1) "arg10" "1" // Player class, leave blank to not change minion class "arg11" "0.0" // Ratio, if arg4 is -1 "arg12" "1" // Remove wearables? (for custom models / tf2 robot models) "arg13" "1" // Weapon mode (0 to allow minions to spawn with regular loadouts, 1 for specific weapon, 2 for no weapons) "arg14" "tf_weapon_bat_fish" // Weapon Classname (if arg10 = 1) "arg15" "572" // Weapon index (if arg10 = 1) "arg16" "2 ; 1.75 ; 137 ; 9901 ; 107 ; 5" // Attributes (if arg10 = 1) "arg17" "0" // Accessories (1 = Sapper/Build Tools, 2 = Disguise kit, 3 = Cloak, 4 = Dead Ringer, 5 = Disguise+Cloak, 6=Disguise+Dead Ringer, 7=Cloak+Sapper, 8=Dead Ringer+Sapper, 9=Disguise+Sapper, 10=Disguise+Cloak+Sapper, 11=Disguise+Dead Ringer+Sapper) "arg18" "(((160+n)*n)^1.0341)+500" // Health formula "arg19" "1" // Teleport to summoner's location? "arg20" "0" // Ammo "arg21" "0" // Clip "arg22" "-1" // Voice Line mode (-1: Block voice lines, 0: Normal voice lines, 1: Robot Voice lines, 2: Giant Voice Lines, 3: boss's catchphrase, 4: use 'sound_minion_catchphrase') "arg23" "0" // Pickups (0 = None, 1 = Health, 2 = Ammo, 3 = Both) "arg24" "33 ; 4.0" // Spawn Conditions "arg25" "Your minions have spawned" // Summoner's text "arg26" "You are now a minion!" // Summoned's text "arg27" "0" // Restrict new minions to only spawn if alive minions are equal or under the max allowed "arg28" "0" // Restriction: Maximum amount of alive minions when new minions can spawn "arg29" "0" // 0 - slay minions when their summoner dies, 1 - don't slay minions when their summoner dies and instead give minions a fighting chance to win "arg30" "0.7" // Scale "arg31" "0.8" // Gravity "arg32" "walk" // Movetype "arg33" "255 ; 255 ; 255 ; 255" // Player color (R ; G ; B ; Alpha) "arg34" "96 ; 96 ; 96 ; 150" // Weapon color (R ; G ; B ; Alpha) "arg35" "0" // Visible weapons? "arg36" "1" // Disable health being overheal?
"arg37" "Summoning is %i percent ready!" // Charge percentage status (leave blank to use default) "arg38" "Summoning will be ready in %i seconds!" // Charge cooldown status (leave blank to use default) "arg39" "SUPER DUPER jump is ready!" // Super-Duper Jump status (leave blank to use default) "arg40" "Summoning is READY! Press RELOAD to use!" // Charge is ready (leave blank to use default) "arg41" "1.0" // Custom Weapon Scale "arg42" "models/freak_fortress_2/heavy/gun.mdl" // Custom Weapon Worldmodel "buttonmode" "2" // Button mode, if applicable (omit to use alt-fire) "plugin_name" "shadow93_abilities" }
KEY INDEX FOR movetype ARG: - walk = MOVETYPE_WALK
- isometric = MOVETYPE_ISOMETRIC
- step = MOVETYPE_STEP
- fly = MOVETYPE_FLY
- flygravity = MOVETYPE_FLYGRAVITY
- vphysics = MOVETYPE_VPHYSICS
- push = MOVETYPE_PUSH
- noclip = MOVETYPE_NOCLIP
- ladder = MOVETYPE_LADDER
- observer = MOVETYPE_OBSERVER
- custom = MOVETYPE_CUSTOM
- none = MOVETYPE_NONE
sound_minion_catchphrase: Needed if using option 4 for voice line mode:
Code:
"sound_minion_catchphrase"
{
"1" "freak_fortress_2\seeman\seeman_see.wav"
}
Thriller:
Spoiler
PHP Code:
"abilityX" { "name" "rage_thriller_taunt" "arg1" "0" // # of dances "arg2" "0 " // Affect ubered players? (1=yes, 0=no) "arg3" "600" // Range (if 0, will use ragedist value instead) // args reserved for the ability management system, if configured to be used with AMS. "arg1001" "0.0" // delay before first use "arg1002" "10.0" // cooldown "arg1003" "Thriller!" // name "arg1004" "Thriller Night!" // description "arg1005" "25" // rage cost "arg1006" "1" // index for ability in the AMS menu "plugin_name" "shadow93_abilities" }
Buildable:
Spoiler
PHP Code:
"abilityX" { "name" "rage_buildable" "arg1" "25" // Buildable item index # "arg2" "1" // Hint Notification "arg3" "1" // Sound Notification "arg4" "500" // Metal (for engineers) // args reserved for the ability management system, if configured to be used with AMS. "arg1001" "0.0" // delay before first use "arg1002" "10.0" // cooldown "arg1003" "Buildable!" // name "arg1004" "Erectin' a dispenser!" // description "arg1005" "25" // rage cost "arg1006" "1" // index for ability in the AMS menu "plugin_name" "shadow93_abilities" }
How to install:
- Extract shadow93_abilities.zip
- shadow93_abilities.ff2: Place in plugins>freaks folder
- shadow93_abilities.sp: Place in scripting folder
PLEASE DO NOT INCLUDE THIS SUBPLUGIN AS PART OF A BOSS DOWNLOAD!
PLEASE DO HOWEVER, LINK TO THIS THREAD INSTEAD SO PEOPLE CAN ALWAYS GET THE MOST UP-TO-DATE VERSION!
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Last edited by 93SHADoW; 04-10-2016 at 13:16.
Reason: I keep frogetting to update this.
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