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Messing around trough the files of KAG.

Discussion in 'General Discussion' started by goodyman8, Feb 21, 2012.

  1. goodyman8

    goodyman8 Bison Rider

    Messages:
    1,025
    So,i was surprised at one member finally being able to create a mod for KAG and decided to look trough the files we currently have.
    Thought it might be nice to share some of what i found for people that didn't think of browsing trough the files...
    As much as anyone would expect the zombie file was what first caught my interest.
    They seem to heal 0.1 heart each 5 seconds at night,as this phrase of the script says:
    f32 heal_amount = 0.1 # during night every 5 seconds
    So that also is the way i think they revive back at night,and revival should be possible as there's also this phrase: # revive,or u16_sprite_animation_revive_time = 4 (2 possible ways to revive i guess or the revive time is how long the animation takes to be done).
    Other then that, they seem to do 1 heart dam to an actor and have the ability to climb (# climb and f32_attack_power = 1.0# hearts)
    Theres also this @u8_destructible_blocks = 144; 146; # pairs of ranges x-y (which i failed to realize what it was for) and this
    # brain
    $brain_factory = zombie_brain
    u8_visible_distance_tiles = 15
    u8_attack_init_distance_tiles = 5
    We also seem to be getting a 'skeleton' mob which seems to be a weaker version of the zombie,as it does 0,5 heart dam instead of 1.
    If F32health in the # General is indeed what i think it is(actor health) then a skeleton seems to have a small amount of 0.25, making it the grunt type of what we can expect? :p
    I cant seem to find the files of actors controlled by the player though(classes etc).
    As for a lantern,
    It has a F32 health of 0,75.
    Meaning in PvP a well placed shot from an archer can make things a lot darker.
    And comparing the 'ball' files from the lantern and the zombies(zombies having Zombie ball and lanterns Generic ball), first thing to come to mind would be how effective it would be in the darkness.
    And thus i think zombies will have some sort of night vision that only they can use while the lantern(obviously) can be seen by everyone.
    And the zombies width and range seems to be DOUBLE of that from a lantern.
    And the lantern will also have a fire sprite,confirmed by this line # fire
    $sprite_animation_fire_name = fire.
    And messing around with the files it is/may be possible to change the cost of buying items,and the quanity of them bought at once.
    As shown here: heal; -; -; d; 0; 0; Healing 2 coins per 1/2 heart; c2;
    TL;DR = Zombies are gonna be ossum,and they posted more teasers then we could imagine.
    And please note all of this is based off common sense.
     
    BlueLuigi likes this.
  2. BlueLuigi

    BlueLuigi :^) Forum Moderator Donator Tester

    Messages:
    3,620
    All quite a bit old news (261 iirc), that said, a mod? Link?
     
  3. goodyman8

    goodyman8 Bison Rider

    Messages:
    1,025
    Knew it was mentioned somewhere but couldn't remember,maybe for those that missed it then :) .
    Anyway ill try to find the link of the mod i mentioned,someone actually made a mod for a stone/wood shop.
    http://kagforum.com/index.php?threads/ctf-new-building.4078/#post-67488 .
    That guy is awesome.
     
  4. BlueLuigi

    BlueLuigi :^) Forum Moderator Donator Tester

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    3,620
  5. goodyman8

    goodyman8 Bison Rider

    Messages:
    1,025
    Facepalm at forgetting,thanks for the reminder.
     
  6. Rayne

    Rayne ༼ つ ◕_◕ ༽つ Administrator Global Moderator Forum Moderator Tester

    Messages:
    1,916
    The classes are still hardcoded as the old engine style.
     
    BlueLuigi likes this.