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Skills Info (SCXPM Version 17.31.35 "ModRiot Edition")
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Information 
Update: ongoing revise of the current changelog for Version 17.31.27 - I will be documenting as much as possible about this version. This will not be a finished documentation until all the information about this version is included, and it may take a long time to accurately describe it with the changes I have made to this version.

This is not a complete changelog, or the final changelog, but here is a quick and slightly detailed list of the changes that have been made to the SCXPM skills since version 17.31.4 ("scxpm_wrd"). This is just to give an idea to everyone about the changes to the skills only.
The version of SCXPM currently running on the servers is version 17.31.24, and I have called it the "SCXPM ModRiot Edition". ("scxpm_modriot"). The Final changelog will be posted in a separate thread on this forum.

Note: Information about skills is subject to change in newer versions of SCXPM, or if errors are found in this list. Some information in this list may be missing, and some information may be inaccurate. This is just a quick list so everyone can get an idea of what skills are doing differently than in previous versions. This list may be updated or changed at any time.

Changes to Skills:
  • Strength:
    • Changed skill to load on spawn with ResetHUD event. Maximum HP on spawn is 565 (100+Strength+Medals = 100+450+15)
    • Max Health of SCXPM is 645. Max Health of server on most maps is set to 645 in map config, so health does not "trickle down" anymore.
    • On some maps, such as those like "desertcircle" with game_player_equip entities, the Strength skill may need to be limited or disabled.
    • Awareness skill points increases Strength by +1 HP per Awareness level (max 80 extra Strength points).
    • Medals increase Strength by +1 HP per Medal (max 15 medals)
  • Superior Armor:
    • Changed skill to load on spawn with ResetHUD event. Maximum AP on spawn is 565 (100+Superior Armor+Medals = 100+450+15)
    • Max Armor of SCXPM is 645. Max Armor of server on most maps is set to 645 in map config, so armor does not "trickle down" anymore.
    • On some maps, such as those like "desertcircle" with game_player_equip entities, the Superior Armor skill may need to be limited or disabled.
    • Proper support for Counter-Strike 1.6 Armor added (when running SCXPM on a CS 1.6 server).
    • Awareness skill points increases Supserior Armor by +1 HP per Awareness level (max 80 extra Superior Armor points).
    • Medals increase your Superior Armor by 1 point per medal (max 15)
  • Health Regeneration:
    • Skill will regenerate up to 100+Strength+Awareness+Medals (max 645 HP).
    • Former regeneration rate changed. Now, a player will gain HP based on their Health Regeneration level. Before, it was very unbalanced and did not matter which level of Health Regeneration skill a player had.
    • Regeneration rate variable based on Health Regeneration level (max 300), Awareness (max 80), and Medals (max 15). Every second, skill points + medals will add up towards 380 (Health Regeneration level 300+Awareness level 80). This is one of the skills that medals can be pretty helpful with. Once the counter reaches >= 380, the player will get +1 HP, and the counter will reset to (Health Regeneration Level + Awareness Level + Medals Amount) (max 395). The counter counts up incrementally by (Health Regeneration level + Awareness + Medals).
    • If the player has less than 100 HP and holds out Medkit, it will quickly add points back to health. If player has 100 or more HP and holds out Medkit, it will increase the Health Regeneration rate twice as fast as when the player is not holding out the Med Kit. The rate for players over 100 HP only goes faster if the player has Strength skill, and/or Awareness skill, and/or Medals, and will stop regeneration once it reaches (100+Strength+Awareness+Medals)
    • Health Regeneration skill has been set to stop for 5 seconds on receiving damage (from an enemy or other cases). The code has been changed to use the EVENT_Damage idea from Jonnyboy0719's RPG Mod. When getting attacked by an enemy, the player's Health Regeneration skill will be ineffective for a variable amount of time (currently 5 seconds).
    • On some maps, such as those like "desertcircle" with game_player_equip entities, the Health Regeneration skill may need to be limited or disabled.
  • Nano Armor:
    • Skill will regenerate up to 100+Superior Armor+Awareness+Medals (max 645 AP).
    • Former regeneration rate changed. Now, a player will gain AP based on their Nano Armor level. Before, it was very unbalanced and did not matter which level of Nano Armor skill a player had.
    • Regeneration rate variable based on Nano Armor level (max 300), Awareness (max 80), and Medals (max 15). Every second, skill points + medals will add up towards 380 (Nano Armor level 300+Awareness level 80). This is one of the skills that medals can be pretty helpful with. Once the counter reaches >= 380, the player will get +1 AP, and the counter will reset to (Nano Armor Level + Awareness Level + Medals Amount) (max 395).  The counter counts up incrementally by (Nano Armor level + Awareness + Medals).
    • If the player has less than 100 Armor and holds out Crowbar or Pipewrench, it will quickly add points back to armor. If player has 100 or more AP and holds out Crowbar or Pipewrench, it will increase the Nano Armor rate twice as fast as when the player is not holding out the Crowbar or Pipewrench. The rate for players over 100 AP only goes faster if the player has Superior Armor skill, and/or Awareness skill, and/or Medals, and will stop regeneration once it reaches (100+Superior Armor+Awareness+Medals)
    • Nano Armor skill has been set to stop for 5 seconds on receiving damage (from an enemy or other cases). The code has been changed to use the EVENT_Damage idea from Jonnyboy0719's RPG Mod. When getting attacked by an enemy, the player's Nano Armor skill will be ineffective for a variable amount of time (currently 5 seconds).
    • On some maps, such as those like "desertcircle" with game_player_equip entities, the Nano Armor skill may need to be limited or disabled.
    • Proper support for Counter-Strike 1.6 Armor added (when running SCXPM on a CS 1.6 server).
  • Ammo Reincarnation:
    • Added Satchel weapon regeneration when holding a Satchel Removed due to entity creation bug with "give_item" (similar bug exists with Angelscript "Cheats" plugin(?) ).
    • Added Tripmine weapon regeneration when holding a Tripmine Removed due to entity creation bug with "give_item" (similar bug exists with Angelscript "Cheats" plugin(?) ).
    • Added Snark weapon regeneration when holding a Snark Removed due to entity creation bug with "give_item" (similar bug exists with Angelscript "Cheats" plugin(?) ).
    • Added Hand Grenade weapon regeneration when holding a Hand Grenade Removed due to entity creation bug with "give_item" (similar bug exists with Angelscript "Cheats" plugin(?) ).
    • Regeneration rate variable based on Ammo Reincarnation level (max 30), Awareness (max 80), and Medals (max 15). Every second, skill points + medals will add up toward 1000. This is one of the skills that medals can be pretty helpful with. Once the counter reaches >= 1000, the player will receive ammo, and the counter will reset to (Ammo Reincarnation Level). As the counter counts up towards 1000, the counting rate will be (Ammo Reincarnation + Awareness + Medals).
    • Team power can now increase the Ammo Reincarnation rate of nearby teammate if they have Ammo Reincarnation skill. Only medals of both players are counted towards the Ammo Reincarnation rate. This is where Medals of both players can increase the rate of Ammo Reincarnation. The player must also have at least 1 Awareness skill point in order for Team Power Ammo Reincarnation feature to function.
    • On some maps, such as those like "desertcircle" with game_player_equip entities, the Ammo Reincarnation skill may need to be limited or disabled.
    • Added full support for Counter-Strike 1.6 weapons (when running SCXPM on a CS 1.6 server)
  • Anti-Gravity Device:
    • Changed skill to load on spawn with ResetHUD event.
    • Changed skill so that holding down the "Jump" key is no longer necessary for having lowered gravity. The only way to safely disable the gravity code for certain maps was by removing this feature and implementing a standard low-gravity without needing FakeMeta Prethink. I tried everything to keep it in there but, as far as CPU processing goes, there is no safer way around this change.
    • Medals slightly increase the power of the Anti-Gravity Device. Max medals (15) + max level Anti-Gravity Device (40) will give the maximum power to the Anti-Gravity device skill.
    • Anti-Gravity Device skill has been set to stop for 5 seconds on receiving damage (from an enemy or other cases). The code has been changed to use the EVENT_Damage idea from Jonnyboy0719's RPG Mod. When getting attacked by an enemy, the player's Anti-Gravity Device skill will be ineffective for a variable amount of time (currently 5 seconds). Player will also be knocked out of the air if they are midair and come down to the ground with higher gravity (be careful jumping in front of attacking enemies).
    • On some maps, such as those like "zoology10" with trigger_gravity entities, the Anti-Gravity Device skill may need to be disabled. The Anti-Gravity Device code breaks the trigger_gravity entity.
    • Due to exploitation of maps and having them break from allowing players to reach areas otherwise inaccessible without low gravity, the Anti-Gravity device may need to be disabled on many maps.
  • Awareness:
    • Awareness increases overall Max Health, Max Armor, Health Regeneration rate, Nano Armor rate, Ammo Reincarnation rate, Team Power distance range (how far away from teammate a player needs to be for Team Power to work), Team Power Ammo Reincarnation rate, and improves chances/effectiveness of Block Attack skill. Awareness and medals are very similar in that they increase the effectiveness of other skills. Awareness can be the most powerful skill at lower levels and higher levels, since it adds such a great boost to so many other skills. It could possibly be the most effective skill for this reason.
  • Team Power:
    • Team power now only functions when a teammate is nearby. In the original version 17.31.4 code, team power does not work properly, and will heal the player with Team Power even when a teammate is not nearby. Using version 17.0 code (downgrade) was necessary to get the skill to work properly.
    • Distance range of Team Power (distance between players needed for Team Power skill to operate) has been set to include (600+Awareness+Team Power+Medals), with a max reach of 755. Awareness level, Team Power level, and amount of medals increase the distance space between players for Team Power to operate.
    • Team power can now increase the Ammo Reincarnation rate of nearby teammate if they have Ammo Reincarnation skill AND Awareness. Only medals of both players are counted towards the Ammo Reincarnation rate. This is where Medals of both players can increase the rate of Ammo Reincarnation. The player must also have at least 1 Awareness skill point in order for Team Power Ammo Reincarnation feature to function.
    • The maximum values for HP healing are (100+Strength+Medals) with a max of 545. The maximum values for AP healing are (100+Superior Armor+Medals) with a max of 545.
    • Team Power will not heal a teammate if the teammate is hurt. This feature is utilizing the Damage event code, which will disable Team Power for a hurt player for the same length of time that regeneration is disabled.
    • Team Power skill has been set to stop for 5 seconds on receiving damage (from an enemy or other cases). The code has been changed to use the EVENT_Damage idea from Jonnyboy0719's RPG Mod. When getting attacked by an enemy, the player's Team Power skill will be ineffective for a variable amount of time (currently 5 seconds).
    • On some maps, such as those like "desertcircle" with game_player_equip entities, the Team Power skill may need to be limited or disabled.
    • The idea of giving "Shared Experience Points" being implemented into Team Power is being considered, but is not a feature yet.
    • Proper support for Counter-Strike 1.6 Armor added (when running SCXPM on a CS 1.6 server).
  • Block Attack:
    • Block Attack skill updated to use different "luck" variable - luck is determined by (random_num(0, 250+Block Attack+Medals)). "Luck" chance is increased by Block Attack level and amount of Medals.
    • If a player with Block Attack has less than (100+Awareness+Medals)HP (max 195 HP), AND their "luck" reaches a value of greater than 200, Block Attack will give the player God Mode for about 3 seconds.
    • Block Attack is the only skill that is not affected by the Damage event. Block Attack will still work if the player is below (100+Awareness+Medals HP) and their "Luck" is greater than 200.
    • Block Attack skill may cause malfunction on many maps for many different reasons. On some maps, such as those like "desertcircle" with game_player_equip entities, the Block Attack skill may need to be disabled.
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Skills Info (SCXPM Version 17.31.35 "ModRiot Edition") - by swampdog - 05-17-2016, 09:49 PM



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