Warheck wrote
Does anyone want to make some progress on the player mood system? Erno, do you have those graphics still handy?
I think you mean the SOULM9.pcx & SOULF7.pcx - they are hidden in the attached DOC which is a zip folder in disguise. Just change the extension back to zip and you've cracked my encryption. They come with the following instructions from J_Kahvi:
SPOILER ALERT. Click here to see text.here they are. i don't know if the female face is feminine enough, your
opinion?
descriptions per row:
high morale
low morale
low morale, fatigue
low morale, fainting
berserk
panic
psycho (high morale)
panic, fatigue
panic, fainting
psycho, fatigue
psycho, fainting
unconscious/dead/game complete!
sex 1/sex2/sex3
small berserk grin
medium berserk grin
big berserk grin
small grin
medium grin
big grin
vomit
vomit
vomit
vomit
berserk vomit
berserk vomit
berserk vomit
berserk vomit
berserk, fatigue
berserk, fainting
high morale, fatigue
high morale, fainting
grin is used when found cool object, tough monster killed etc. let's do
some more thinking on conditions for where to grin and how much to grin!
still searching for that text file with damage values for weapons...
kahvi
----
Forgot something! The last face is of course berserk sex.
Maybe grins could be simply caused by morale points going up instead of
any more specific mechanism? So we need to have morale points increase
when tough monsters killed or cool objects found or quests complete...
more suggestions?
J_Kahvi
----
i suggest the face should be animated as follows:
blink duration slightly randomized, blink every 5 secs, +- 1,5 secs.
the better the morale, the fewer blinks and the lower the morale, the
more blinks! minimum morale causes blink every 3 secs and maximum morale
every 7 secs.
when blinking, frame sequence is as follows:
1. eyes entirely closed
2. eyes half-open
i think this is what they do in jagged alliance, and it works. So,
practically, frame 1 is NOT eyes half-open.
kahvi