New RPG- FallosFallos directly takes from Fallout 3 to provide it's background because I'm lazy and it's a change of pace from the medieval sort of RPGs. The gameplay represents a RPG-TDM more so than it does a standard RPG. Factions fight for territorial control, as well as fighting numerous bots of the enemy faction and roaming monsters.
More details to come.
The Closed Beta for this is open for recruits. Contact me here or via PM or ingame for details.
RPGKIT 2.3Building directly off of WOB, I'm on the path to 2.5. Updates include:
-Improved Weapon system
-possibility for thousands of weapons using only 3-10 datablocks.
-Numpad keys switch weapons now (previously you had to open your inventory and etc etc.)
-Various new factors.
--Inherited velocity is modifiable.
--Weapons can use other items as ammo.
--They can use a reloading system.
--Moving accuracy. Weapons can be more accurate when you are standing still.
-Soon to come (2.5): Damage range falloff, forward start for long range weapons.
-Skill system
-You may obtain skill points and put them into skills, which then improve your accuracy and damage with weapons.
-Skillbook items.
-Inventory improvements
-Retooled stacking so it actually works
--That is to say, you can have 100 .44 caliber bullets take up 1 spot instead of 100 in your inventory.
-Items may have a specific sub-type that separates it from other items of the same type in your inventory.
-Item, Skill, and Monster creation streamlined.
New weapon:
CreateRWep_Start("dblshotgun","Double Barrel Shotgun","dblshotgun","rpggunimage","[BETA]Ye olde Double Barrel Shotgun. Power: 6-12 Speed: 0.1");
CreateRWep_Values("dblshotgun",200,2,0.1,0.40,1.00,65,50,3,130,0.1,6);
CreateRWep_Bonus("dblshotgun","shotguns","melees","explosives");
CreateRWep_Reload("dblshotgun",2,3000,10,1,1,0,"shotammo",6);
New Skill:
CreateSkill_Stat("pistols","Pistol skill helps you utilize pistols.","skill",100);
New Monster:
CreateMonster_start("raider",20,0,"3 4 3 2","raiders");
CreateMonster_combat("raider","hammer",1,1,"0 0 0",1,"1 1 0",33);
CreateMonster_drop("raider",33,2,7,"11mm 10 11mm 10 11mm 10 11mm 10 hammer 20",0);
CreateMonster_appearance("raider","headskin","chest","rhand","lhand","rshoe","lshoe");
WOB_monstersetcolor_head("raider","50","77","51","85","66","66");
WOB_monstersetcolor_chest("raider","50","50","50","30","30","30");
WOB_monstersetcolor_hands("raider","50","77","51","95","66","66");
WOB_monstersetcolor_shoes("raider","20","27","21","25","26","26");
So I'm well on my way to 2.5 Right now I need to update the monster script to work with the new weapon system.