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init.py statemets

Started by seraglio, April 01, 2007, 02:56:43 PM

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seraglio

there was once a list of all the statements you can put in init.py. Like RPG_CLAW_DMG_BONUS and the like. Can someone repost the list? this is for FFX1 :ff:

Thanks

stumpy

Actually, you can put millions of statements in the init.py, since it is a full python script. Even just setting the default values for some of the game parameters (like RPG_CLAW_DMG_BONUS, RPG_HOT_TEMPER_CHANCE, CAM_MIN_ZOOM, CON_ENABLE, etc.) could run to hundreds of statements.

Was there something specific you wanted to do?

seraglio

I dont know what all those parameters are, I want a list. Someone dumped a list once that was like 3 pages of statements and parameters to play with. It was in a post where lots of people made comments on what they thought particular parameters did or what testing different statements resulted in. Can't find the post. I think there is a simple python command you can type to get it if you know what that is.

but yes specifically I am looking for the time value for bodies decomposing/fading out. I want to create a power swap that raises from dead a recently slain target and makes them a minion(or something) of the rasing hero. But bodies fade too fast, want to change that global parameter.

Previsionary

That was a stickied post that featured commands (not exactly just for init.py) that the game allows you to edit/change. Most of those features are located in a document somewhere in the FF/FFVTTR folder so you don't really need anyone to repost the dumped list. Anyway, that post is in the archives...so it's currently unavailable. :S

Epimethee

Actually, there are a few things in these threads that are not available in "FFVT3R Commands and Variables.doc". I have saved a Google cache copy of the version I posted for FFvsTTR, in case anyone is interested. Sadly, I don't have the original one (by Fury, I think) for FF1, however.

Lunarman

oh yes, please, please post it.

stumpy

I don't have the original "Fury's big list of undocumented python stuff", so I can't provide the commentary on what all the variables mean (without going through all 400+ of them, which I won't do). But, getting the list itself is easy. Here is what it is for FFvT3R (in the mod I have open); most all of this will be the same for other mods and for the first game. I have also printed out the values these variables have (which are mostly the defaults) and noted those that are integers (instead of floats).

AIM_EXIT 1 (int)
AIM_SPEED_RUN 0 (int)
AIM_SPEED_WALK 1 (int)
AI_CAR_CORNERDIST 50.0
AI_CAR_MAXSPEED 10.0
AI_CAR_SIDELOOK 0.5
AI_CAR_STEERMULTIPLIER 1.0
AI_CHASE_PROGRESS_TICK 0.5
AI_DEBUG 0.0
AI_DECIDE_RANDOMISE 50.0
AI_ENABLE_REACTION 1.0
AI_HERO_DYN_SPEECH_FREQ 50.0
AI_IDLE_CHATTER_TIME_MIN 120.0
AI_IDLE_CHATTER_TIME_RAND 120.0
AI_IRRITATION_DELAY_TIME 6.0
AI_MECH_THROW_DIST 20.0
AI_MECH_THROW_PCT 75.0
AI_MECH_THROW_WGT 100.0
AI_MINION_DYN_SPEECH_FREQ 50.0
AI_MOVECLIMBSPEED 0.5
AI_MOVECONSTANT 1.5
AI_MOVEFLYSPEED 2.0
AI_MOVEMULTIPLIER 1.5
AI_RESPOND_TEAM_DISTANCE 0.0
AI_START_CARS 1.0
AI_STEADY_EP_THRESHOLD 40.0
APP_BORDER 0.0
APP_CMD_TIME_SCALE 0.0
APP_DEBUGMODE 0.0
APP_DEMOMODE 0.0
APP_ENABLE_XTRACHARS 1 (int)
APP_FADE_DIST 500.0
APP_IGNORE_BORDER 0.0
APP_INITIALIZE_MOVEGRID 1.0
APP_MANUALSPACE 1.0
APP_MAX_TIME_SCALE 2.0
APP_MOUSE_ORBIT 0.20000000298
APP_MOUSE_SCROLL 0.00200000009499
APP_MOUSE_WHEEL 0.0599999986589
APP_MOVE_INC 250.0
APP_NOFADE 0.0
APP_QAMODE 0.0
APP_RESTORE_DISPLAY_MODE 0.0
APP_SLOW_TIME_SCALE 0.40000000596
APP_TIME_SCALE 1.0
APP_TIME_SCALE_INC 0.20000000298
APP_TURN_INC 1.0
APP_WHEELPITCH_INC 0.5
APP_WHEELTURN_INC 0.5
APP_WHEELZOOM_INC 1600.0
APP_ZOOM_INC 300.0
ARROW_FLASH_DIST 1000.0
ARROW_FLASH_DIST_FUDGE 400.0
ARROW_FLASH_DURATION 0.10000000149
ARROW_FLASH_INITIAL_COUNT 8.0
ARROW_FLASH_MAX 1.0
ARROW_FLASH_MIN 0.10000000149
ARROW_RED 0 (int)
ARROW_YELLOW 1 (int)
ATTR_detectradius 40.0
ATTR_endurance 100.0
ATTR_energyPoints 100.0
ATTR_health 30.0
ATTR_mass 0.0
ATTR_resistance 100.0
ATTR_speed 10.0
BEHAVIOR_DEBUG 0.0
CAM_ASPECT 0.75
CAM_BASE_HEIGHT 300.0
CAM_FADE_RATE 2.5
CAM_FAR_CLIP 5000.0
CAM_FLIP_FADE_KEY 0.0
CAM_FOCUS_CINEMATIC 50.0
CAM_FOV 1.25663709641
CAM_FREE_MOVE 0.0
CAM_JITTER_DAMPING 0.40000000596
CAM_JITTER_FREQ 50.0
CAM_JITTER_SCALE 5.0
CAM_MAX_ZOOM 6000 (int)
CAM_MIN_ZOOM -350 (int)
CAM_MOVE_CINEMATIC 5.0
CAM_NEAR_CLIP 5.0
CAM_OLD 0.0
CAM_ROT_CINEMATIC 2.0
CAM_ROT_RETURN 0.0
CAM_ROT_SPRING 0.0
CAM_TILT_DEFAULT 1.17809724808
CAM_TRACK_ZOOM 60.0
CAM_TURN_DEFAULT 0.785398185253
CAM_VIEW_INTERPOLATION 0.800000011921
CAM_VIEW_NORMAL 1.0
CAM_VIEW_WIDESCREEN 0.670000016689
CAM_VIEW_WIDESCREEN_SIDE 0.97000002861
CAM_ZOOM_CINEMATIC 2.0
CAM_ZOOM_RETURN 0.0
CAM_ZOOM_SPRING 10.0
CAM_ZOOM_TILT 1.57079637051
CAM_ZOOM_TOGGLE_IN -200.0
CAM_ZOOM_TOGGLE_OUT 0.0
CAPTION_AUTO -1 (int)
CAPTION_BOTTOM_LEFT 2 (int)
CAPTION_BOTTOM_RIGHT 3 (int)
CAPTION_TOP_LEFT 0 (int)
CAPTION_TOP_RIGHT 1 (int)
CA_MOVE 0 (int)
CA_TRACK 1 (int)
CELLGRID_DEBUG 0.0
CHANNEL_SCRIPT 4 (int)
CONTROLLER_DEBUG 0.0
CON_AUTODELAY 400.0
CON_AUTOREPEAT 50.0
CON_ENABLE 1 (int)
CON_NUMCOLS 75.0
CON_NUMROWS 21.0
CPM_HOMING 3 (int)
CPM_SCROLLTO 2 (int)
CPM_SIMPLEPATH 4 (int)
CPM_SNAP 1 (int)
DEBUG_AIBUBBLES 0.0
DEBUG_ALLATTRIBS 0.0
DEBUG_ALLPOWERS 0.0
DEBUG_BLOB_SHADOWS 0.0
DEBUG_CSTATES 0.0
DEBUG_CUTSCENES 1.0
DEBUG_DISABLE_ASORT 0.0
DEBUG_DISABLE_ENGINE 0.0
DEBUG_GSTATES 0.0
DEBUG_LOGNIFSTATS 0.0
DEBUG_LOG_CHARACTER_POWERS 0.0
DEBUG_LOS 0.0
DEBUG_MERGE_TRISHAPES 0.0
DEBUG_MPSYNC_VIS 0.0
DEBUG_PCSTATES 0.0
DEBUG_SCSTATES 0.0
DEBUG_SHADOWS 0.0
DEBUG_SPEECH_OFF 0.0
DEBUG_STRESS_TEST 0.0
DEBUG_TEST_PATH_NODES 0.0
DEFENCE_POWER 16 (int)
DISABLE_DYNAMIC_SPEECH 0.0
DJITTER 100.0
DNOISE 1.0
DSEGMENTSIZE 50.0
DSINK 65.0
EVENT_AI_COLLECT 14 (int)
EVENT_AI_DANGER 15 (int)
EVENT_BLD_SEGMENT_COLLAPSED 23 (int)
EVENT_CHARACTER_SEC_STATE_CHANGED 33 (int)
EVENT_CHARACTER_STATE_CHANGED 25 (int)
EVENT_DETECT_ENEMY 19 (int)
EVENT_DLG_ONHIDE 31 (int)
EVENT_DLG_ONSHOW 30 (int)
EVENT_MARKER_ENTER 5 (int)
EVENT_MARKER_LEAVE 4 (int)
EVENT_MISSIONLOST 32 (int)
EVENT_OBJ_HEALTHCHANGED 2 (int)
EVENT_OBJ_PROXIMITY_ENTER 0 (int)
EVENT_OBJ_PROXIMITY_LEAVE 1 (int)
EVENT_OBJ_SHIELD_DAMAGED 3 (int)
EVENT_PICKUP 28 (int)
EVENT_TEMPLATE_OBJ_DIED 20 (int)
EVENT_THROW 29 (int)
EVENT_TIMER 17 (int)
FX_LOOP 8 (int)
FX_TRACK_OBJECT_FULL 3 (int)
FX_TRACK_OBJECT_POS 1 (int)
FX_TRACK_OBJECT_ROT 2 (int)
HEAD_BLINK_PERIOD 3.5
HEROMGR_DIRECTMODE 0.0
HEROMGR_SELECTSAYWAIT 2.0
INPUT_EXCLUSIVEKEYBOARD 0.0
LIGHT_CONSTANT_ATTEN 0.600000023842
LIGHT_CULL_RADIUS_FACTOR 0.10000000149
LIGHT_DIM_RADIUS_FACTOR 0.20000000298
LIGHT_LINEAR_ATTEN 0.0
LIGHT_QUADRATIC_ATTEN 3.29999995232
LIGHT_REJECT_FACTOR 3.0
LOAD_DEBUG 0.0
LOG4 1.38629436112
MELEE_DEBUG 0.0
MOVEMENT_FALL_BASE 4.5
MOVEMENT_FALL_CONSTANT 4.5
MOVEMENT_FALL_MULTIPLIER 5.0
MOVEMENT_JUMP_BASE 4.5
MOVEMENT_JUMP_CONSTANT 5.0
MOVEMENT_JUMP_MULTIPLIER 5.0
MOVEMENT_JUMP_THRESHOLD_WITHOUT_ATTRIBUTE 3.0
MOVEMENT_JUMP_THRESHOLD_WITH_ATTRIBUTE 3.0
MOVEMENT_SMALL_OBJECT_THRESHOLD 750.0
MOVEMENT_TEST 0.0
MOVE_DEBUG 0.0
MP_CHAR_COST_LIMIT 6000.0
MP_DEBUG_AUTONAMES 0.0
MP_DEBUG_CLIENTSELECTION 0.0
MP_POWER_COST_LIMIT 6000.0
NETWORK_EXORCIST 0.0
NETWORK_PHYSICS_SNAPTOLERANCE 10.0
NETWORK_PHYSICS_SYNCFREQ 1.0
NETWORK_PING_FREQUENCY 2.0
NETWORK_PING_TIMEOUT 15.0
NETWORK_SNAP_TOLERANCE 0.0399999991059
NET_DP8SIM 0.0
NV_MAGICCONST 1.71552776992
OBJSTATE_ALTERED_STRUCTURE 8 (int)
OBJSTATE_ATTACKBONUS 2 (int)
OBJSTATE_DENSITY_CHANGE 32 (int)
OBJSTATE_ELECTRIFIED 16 (int)
OBJSTATE_MOLECULAR_EXCITE 1 (int)
OC_BUILDING 524288 (int)
OC_CHARACTER 256000 (int)
OC_CIVILIAN 32768 (int)
OC_CONTROLLABLE 8192 (int)
OC_GENERIC 4194304 (int)
OC_MINION 65536 (int)
OC_POLICE 16384 (int)
OC_POWERUP 2097152 (int)
OC_POWER_PROXY 8388608 (int)
OC_TERRAIN 1048576 (int)
OC_VEHICLE 262144 (int)
OC_VILLIAN 131072 (int)
OE_FOLLOW 1 (int)
PCSTATE_BLANK 6 (int)
PCSTATE_DIMENSION_SHIFT 3 (int)
PCSTATE_DOPPELGANGER 13 (int)
PCSTATE_ENRAGED 7 (int)
PCSTATE_EXILE 3 (int)
PCSTATE_FLAG_NOMELT 8 (int)
PCSTATE_FROZEN 4 (int)
PCSTATE_HYPNOTISED 9 (int)
PCSTATE_INTEROGATE 2 (int)
PCSTATE_NORMAL 15 (int)
PCSTATE_OBJECT 11 (int)
PCSTATE_PANICKED 8 (int)
PCSTATE_POLYMORPHED 14 (int)
PCSTATE_STATIC 5 (int)
PCSTATE_STUNNED 10 (int)
PCSTATE_TOAD 12 (int)
PERMANENT_STATE 8 (int)
PHYSICS_CEILING 500.0
PHYSICS_DEBUG 0.0
PHYSICS_MAX_OBJECTS 256.0
PHYSICS_TEST 0.0
PHYSICS_UPDATE 1.0
PORTRAIT_EP_FLASH_OFF_MAX 1.0
PORTRAIT_EP_FLASH_ON_MAX 0.10000000149
PORTRAIT_EP_MIN -100.0
PORTRAIT_NEGATIVE_EP_FRAC 0.300000011921
PRI_ALWAYS 100 (int)
PRI_HI 75 (int)
PRI_LOW 25 (int)
PRI_MED 50 (int)
PRI_ZERO 0 (int)
RANGED_MIN 0.5
REMOVE_STATE 2 (int)
RENDER_32BIT 0.0
RENDER_ADDITIVEPASS 1.0
RENDER_ALPHAPASS 1.0
RENDER_ALPHA_ZBUFFERING 0.0
RENDER_AMBIENT_OBJECTS 1.0
RENDER_CHARACTERSHADOWS 1.0
RENDER_CHARACTER_DETAIL 2.0
RENDER_CLEARBACKGROUND 1.0
RENDER_DEBUG_TESSELATE 0.0
RENDER_DECALS 1.0
RENDER_DIRLIGHTPASS 1.0
RENDER_DIRLIGHT_ALPHA_OBJECTS 1.0
RENDER_DISABLEHWTNL 0.0
RENDER_DISABLETEXTURES 0.0
RENDER_DISABLE_DLIGHTS 0.0
RENDER_DITHER 1.0
RENDER_DRAWBBOXES 0.0
RENDER_DRAWCHARS 1.0
RENDER_DRAWOBJECTS 1.0
RENDER_DRAWSHADOWS 0.0
RENDER_DRAWTERRAIN 1.0
RENDER_DRAWTERRAIN_DECALS 1.0
RENDER_DYNAMICPASS 1.0
RENDER_ENABLECGMESH 0.0
RENDER_ENABLESCREENSHOTS 0.0
RENDER_FORCE_MULTIPASS 0.0
RENDER_FRAGMENTS_DETAIL0 0.0
RENDER_FRAGMENTS_DETAIL1 3.0
RENDER_FRAGMENTS_DETAIL2 6.0
RENDER_FRAGMENTS_MAX 3.0
RENDER_GLOSSMAPS 1.0
RENDER_LIGHTBOUNDS 0.0
RENDER_LIGHTCOUNT 0.0
RENDER_LOD_MAXSIZE 0.0250000003725
RENDER_LORES_TEXTURES 0.0
RENDER_MAX_DECALMAPS 8.0
RENDER_MAX_LIGHTS 8.0
RENDER_MIPMAP 1.0
RENDER_NOEXTRAMAPSINPASS 1.0
RENDER_OCCLUDERPASS 1.0
RENDER_OTHERAMBIENTPASS 1.0
RENDER_OTHERPASS 1.0
RENDER_POSTLIGHTPASS 1.0
RENDER_PRESHADOWPASS 1.0
RENDER_PROJ_SHADOW_RES 128.0
RENDER_SHADOWEDALPHAPASS1 1.0
RENDER_SHADOWEDALPHAPASS2 1.0
RENDER_SHADOWPASS 1.0
RENDER_STRIPLIGHTS 1.0
RENDER_TERRAINALPHAPASS 1.0
RENDER_TERRAINPASS 1.0
RENDER_TERRAIN_FORCE_TESSELATE 0.0
RENDER_TERRAIN_MIN_TESSELATE 60.0
RENDER_TERRAIN_STRIPIFY 1.0
RENDER_TRIPLEBUFFER 0.0
RENDER_VSYNC 1.0
RENDER_WARP 0.0
RENDER_WARP_ENABLED 0.0
RENDER_WARP_HEIGHT 180.0
RENDER_WARP_MAX_HEIGHT 500.0
RENDER_WARP_WIREFRAME 0.0
RENDER_WIREFRAME 0.0
RESULTBUBBLE_SCALE 0.600000023842
RPG_ACID_DAMAGE_PERIOD 1.5
RPG_ACID_DECAY_RATE 0.20000000298
RPG_ACTIVE_DEF_MAX_TIME 1.0
RPG_ANIM_COST_BASE 0.5
RPG_ANIM_COST_POW 2.0
RPG_ANIM_COST_SCALAR 4.0
RPG_ANIM_MAX_TIME 5.0
RPG_AREA_DMG_SCALE 2.0
RPG_AREA_MELEE_INC 20.0
RPG_ATTACK_BONUS_DURATION 10.0
RPG_ATTACK_BONUS_MIN 2.0
RPG_ATTACK_BONUS_MULT 0.0399999991059
RPG_BASE_HP 5.0
RPG_BASE_WEIGHT 80.0
RPG_BEAM_ACCURACY 0.75
RPG_BLACKOUT_TIME 5.0
RPG_BLIND_ACCURACY 0.20000000298
RPG_BLIND_SPEED_PENALTY 3.0
RPG_BLITZ_SPEED_BONUS 3.0
RPG_BRAIN_ACCURACY 1.5
RPG_CAMPAIGN_DIFFICULTY 6.0
RPG_CAR_HITDAMAGE 9.99999974738e-005
RPG_CAR_HITFORCE 0.20000000298
RPG_CAR_MAXFORCERATIO 5.0
RPG_CLAW_DMG_BONUS 4.0
RPG_CLONE_LIFETIME 20.0
RPG_CONTACT_COST 1.5
RPG_CP_PER_LEVEL 600.0
RPG_CRACKSHOT_ACCURACY 2.0
RPG_CRUSH_STUN_CHANCE 1.0
RPG_DIFF_EP 0.25
RPG_DIFF_HP 0.25
RPG_DODGE_ATTACKER_WEIGHT 1.0
RPG_DODGE_BASE_CHANCE 50.0
RPG_DODGE_MELEE_WEIGHT 1.0
RPG_DODGE_SPEED_FACTOR 5.0
RPG_ELECTRIFY_PERIOD 2.5
RPG_ENERGIZE_MULT 3.0
RPG_EP_DRAW_MULT 3.0
RPG_EP_RECHARGE 9.0
RPG_FAST_HEAL_RATE 5.0
RPG_FOCUS_RADIUS 0.5
RPG_FREEZE_DECAY_RATE 1.0
RPG_GAME_DIFFICULTY 6.0
RPG_HERO_DETECTRADIUS 50.0
RPG_HEX_BLACKOUT_PCT 75.0
RPG_HOT_TEMPER_CHANCE 10 (int)
RPG_ICE_HP 15.0
RPG_IMAGE_FADEIN_TIME 0.0
RPG_IMAGE_LIFETIME 20.0
RPG_INC_HP 5.0
RPG_INTENS_ACCURACY 5.0
RPG_INTENS_APUSAGE 0.5
RPG_INTENS_AREARADIUS 0.10000000149
RPG_INTENS_CHAIN 1.0
RPG_INTENS_DAMAGE 0.25
RPG_INTENS_HPSHIELD 0.25
RPG_INTENS_KB 0.25
RPG_INTENS_MELEESPEED 0.25
RPG_INTENS_RESISTANCE -10.0
RPG_INTENS_SHIELDDURATION 0.25
RPG_INTENS_STUN 0.10000000149
RPG_INTENS_SUCCESS 2.5
RPG_INTENS_ZEROEPUSAGE 5.0
RPG_IRRADIATED_DAMAGE_PERIOD 1.5
RPG_IRRADIATED_DECAY_RATE 0.20000000298
RPG_IRRADIATED_MAX 5.0
RPG_IRRADIATED_RADIUS 50.0
RPG_KBSELF_FORCE 40.0
RPG_KB_AREA_SCALE 1000.0
RPG_KB_JITTER_SCALE 0 (int)
RPG_KB_MAX 25000.0
RPG_KB_RANGE_SCALE 750.0
RPG_KB_STR_SCALE 60.0
RPG_KNOCKBACK_GRACE_PERIOD 6.0
RPG_KNOCKBACK_GRACE_PERIOD_AI 0.0
RPG_MAJOR_PAIN_PCT 0.20000000298
RPG_MAT_DMG_BONUS 2.0
RPG_MAX_ACCURACY_DEVIATION 8.0
RPG_MAX_ENEMY_PRESTIGE 999.0
RPG_MAX_KILLS 30.0
RPG_MAX_THROW_SCALE 2500.0
RPG_MAX_THROW_SPEED 500.0
RPG_MIN_CARRY_SCALE 0.330000013113
RPG_MIN_DAMAGE_AMOUNT_COST 5.0
RPG_MIN_FORCE_WEIGHT 100.0
RPG_MIN_PICKUP_SPEED 10.0
RPG_MIN_THROW_SPEED 150.0
RPG_MYOPIC_ACCURACY 0.5
RPG_MYOPIC_SPEED_PENALTY 2.0
RPG_PERCENTAGE_PER_POWER_LEVEL 0.20000000298
RPG_PERFORMANCE_DIVISOR 5000.0
RPG_PHYS_DAMAGE_SCALE 1500.0
RPG_PHYS_DMG_SPEED_THRESHOLD 125.0
RPG_PHYS_FORCE_SCALE 5.0
RPG_POSSESSION_DURATION 20.0
RPG_PROJECTILE_CHAIN_ARC 180.0
RPG_RECHARGE_DEFEND 0.0
RPG_RECHARGE_FLY 1.0
RPG_RECHARGE_HERO_PENALTY 0.0500000007451
RPG_RECHARGE_MOVE 1.0
RPG_RESIST_CHANCE_0 0.0
RPG_RESIST_CHANCE_1 25.0
RPG_RESIST_CHANCE_2 50.0
RPG_RESIST_CHANCE_3 75.0
RPG_RESIST_CHANCE_4 100.0
RPG_RESIST_DMG_EXP 0.5
RPG_SHIELD_REGEN_RATE 0.5
RPG_SPECIAL_DURATION 15.0
RPG_SPEED_DECREASE_AMOUNT 4.0
RPG_SPEED_INCREASE_AMOUNT 2.0
RPG_SPEED_INC_DURATION 8.0
RPG_START_TIME_COST 0.1875
RPG_STRENGTH_DMG_MULT 0.20000000298
RPG_STRENGTH_DMG_UNITARY 3.0
RPG_STRENGTH_THROW_POW 2.5
RPG_STUN_GRACE_PERIOD 4.0
RPG_STUN_GRACE_PERIOD_AI 0.0
RPG_STUN_TIME 6.0
RPG_TERROR_RELEASE_TIME 5.0
RPG_THROW_HEIGHT_RATIO 0.25
RPG_TOTAL_TIME_COST 0.0649999976158
RPG_UNSTABLE_ENERGY_CHANCE 1.0
RPG_VULN_MULTIPLIER_0 4.0
RPG_VULN_MULTIPLIER_1 1.5
RPG_VULN_MULTIPLIER_2 1.0
RPG_VULN_MULTIPLIER_3 0.5
RPG_VULN_MULTIPLIER_4 0.0
RPG_WEAKEN_AMOUNT 4.0
RPG_WIELD_DMG 0.0500000007451
RPG_WIELD_KB 50.0
RPG_WIELD_OBJ_DMG 0.000199999994948
RPG_WIELD_STUN 0.0500000007451
RPG_XP_PER_LEVEL 600.0
RPG_XP_PER_MISSION 450.0
RPG_XP_PER_TRAINING 275.0
RUMBLE_DEBUG_ALLCAMPAIGN 0.0
RUMBLE_MIN_CP 1000.0
SCSTATE_ACID_BURNT 1048576 (int)
SCSTATE_AREA_ENERGIZED 33554432 (int)
SCSTATE_BLIND 262144 (int)
SCSTATE_DEEP_SENSORED 1024 (int)
SCSTATE_DISPLACE_IMAGE 67108864 (int)
SCSTATE_EMPATHY 4194304 (int)
SCSTATE_ENERGIZED 8388608 (int)
SCSTATE_HEXED 524288 (int)
SCSTATE_INVISIBLE 2097152 (int)
SCSTATE_IRRADIATED 131072 (int)
SCSTATE_POSSESSED 134217728 (int)
SCSTATE_POWER_NULLIFICATION 16777216 (int)
SCSTATE_SPAWN 2048 (int)
SCSTATE_SPEED_DECREASED 536870912 (int)
SCSTATE_SPEED_INCREASED 268435456 (int)
SCSTATE_WEAKENED 1073741824 (int)
SCSTATE_ZOMBIE 512 (int)
SG_MAGICCONST 2.50407739678
SHADOW_DOUBLING_RADIUS 60.0
SLOWDOWN_PAUSE_FAST_EASEIN 700.0
SLOWDOWN_PAUSE_FAST_EASEOUT 550.0
SLOWDOWN_PAUSE_SLOW_EASEIN 700.0
SLOWDOWN_PAUSE_SLOW_EASEOUT 550.0
SLOWDOWN_PAUSE_SPEED 0.0
SLOWDOWN_SOUND 0.0
SOUND_CARS_DRIVEBASE 1.0
SOUND_CARS_DRIVEMULTIPLIER 1.0
SOUND_CARS_PITCHGRADE 31.0
SOUND_DEBUG 0.0
SOUND_FOOTSTEP_FALLOFF 300.0
SOUND_MUSIC 1.0
SOUND_PRECACHE 0.0
SOUND_REVERSE_STEREO 0.0
SOUND_SCALE_Z 0.300000011921
TANK_COLLISION_CHECK_RANGE 5.0
TANK_GOAL_RANGE 3.0
TANK_HIT_DAMAGE_FACTOR 1.0
TANK_HIT_TARGET_SPEED 15.0
TANK_TURN_RATE 0.5
TANK_TURRET_PITCH_RANGE 15.0
TANK_TURRET_PITCH_RATE 30.0
TANK_TURRET_YAW_RATE 45.0
TF_ABSOLUTE 32 (int)
TF_NO_COLLISION 2 (int)
TF_NO_GRAVITY 8 (int)
TF_NO_ROTATION 4 (int)
TIMER_CLAMPING 1.0
TIMER_MAXIMUM_FRAMERATE 0.0
TRG_MISSIONLOST 32 (int)
TRG_MISSIONWON 31 (int)
TWOPI 6.28318530718
UI_ARROW_OFFSET 20.0
UI_ARROW_OFFSET_CONST 2.0
UI_BACKGROUND_FLASH_DURATION 0.40000000596
UI_BACKGROUND_FLASH_PERIOD 0.0750000029802
UI_CLOCK_SCALE 0.10000000149
UI_CLOCK_X 0.00999999977648
UI_CLOCK_Y 0.449999988079
UI_ENERGY_OFFSETX 0.0
UI_ENERGY_OFFSETY 0.25
UI_ENERGY_SIZE 0.0299999993294
UI_KB_DISPLAY_BASE 100.0
UI_KB_DISPLAY_DIVISOR 150.0
UI_MELEEARC_OFFSET -20.0
UI_MINIFONT_SIZE 0.34999999404
UI_NOSOUND_CAPTION_WAIT 3.0
UI_ORIGIN_CAPTIONS 0.0
UI_ORIGIN_CAPTION_WAIT 3.0
UI_POPHELP_DELAY 0.25
UI_SELECT_EMITTANCE 0.5
UI_SPEECH_CAPTIONS 1.0
UI_STATUSLINE_2 1.0
UI_STATUSTEXT_TIME 5.0
UI_TEXT_FLASH_PERIOD 0.40000000596
UI_WHEELFUNC 0.0
VISUALIZE_CAR_CONTROL 0.0
VISUALIZE_DEATH_SLOPE 0.0
VISUALIZE_ITERATOR 0.0
VISUALIZE_PATH 0.0
VISUALIZE_PATHFINDER 0.0
VISUALIZE_PEDESTRIAN_NODES 0.0
VISUALIZE_PHYSICS 0.0
VISUALIZE_TANK_CONTROL 0.0
VISUALIZE_TRAFFIC_NODES 0.0
VISUALIZE_VEHICLE_NODES 0.0
e 2.71828182846
pi 3.14159265359


Hope that's closer to what you want.

seraglio

Awesome thanks so much Stumpy. yes it was Furys big list I was referring to. What command do you run to generate this output? I'd like to do it for FF

seraglio

ALso I dont see anything that strikes me as a function to control corpse decay rate. Is there any such thing? When I KO a target I want the body to remain behind at least 30secs before fading. Anyone know if you can do that?

stumpy

Quote from: seraglio on April 03, 2007, 03:00:14 PMAwesome thanks so much Stumpy. yes it was Furys big list I was referring to. What command do you run to generate this output? I'd like to do it for FF

Well, I ran a few lines from the console and then cleaned it up in an external python interpreter. But, it was something like the following (this is from memory, apologies if it has errors).

import types
import ff
fffloats = filter(lambda v: isinstance(eval('ff.%s'%v),types.FloatType),dir(ff))
ffints = filter(lambda v: isinstance(eval('ff.%s'%v),types.IntType),dir(ff))
ffvars = {}
for k in fffloats: ffvars[k] = eval('ff.%s'%k)
for k in ffints: ffvars[k] = eval('ff.%s'%k)
ffkeys = ffvars.keys()
ffkeys.sort()
f = open('ffvars','w')
f.write('{')
for k in ffkeys: f.write('%s : %s,\n' % (repr(k),ffvars[k]))
f.write('}')
f.close()


If you save that in as ..\data\missions\scripts\listffvars.py, you can run it from the game console by calling import listffvars. It should produce a file in the main game directory called ffvars that you can load in a python editor, but which should also be readable by a person.

stumpy

Quote from: seraglio on April 03, 2007, 03:09:29 PMALso I dont see anything that strikes me as a function to control corpse decay rate. Is there any such thing? When I KO a target I want the body to remain behind at least 30secs before fading. Anyone know if you can do that?

Hmm. This might be a tough problem. You can turn fading on and off with the template attribute 'noFade'. But, if I recall, that's one of the attributes where the game only uses the value it initially reads for the template when the template is first loaded (from objects.dat). That means the obvious approach of using Object_SetAttr() to set 'noFade' to 1 when the character is spawned, then use a regDeath() to set a timer when he is KOed to turn 'noFade' back to 0 after 30 seconds or so. Feel free to try it, but I think that's the issue.

Of course, if you were willing to forgo the fade effect, you could set 'noFade' to 1 for the villains in FFEdit and then use regDeath() to set a timer to just destroy the object after thirty seconds...

seraglio

I'll try what you suggest stumpy. What puzzles me is templates. Does everythng have a template? Is there a default template for hero files? So if I go into the rumble room with 4 heros not imported into the game, what template do they use and what determines when the bodies fade? Or when Im fighting against other hero files, they fade,but theres no template for them in FFedit. Thats why it seems to me there was some global parameter.

I understand what to do for a tough thug or alchemiss, but for the most part I'm fighting with and against self made hero files not imported into the game.

I'm cool with them not fading at all then destroying them later, good idea.

Previsionary

I didn't think NoFade had anything to do with decaying characters...but more to do with the camera.

Quote from: scripting docsnoFade   If 1, the object will not fade out when it blocks the camera.

that, and I can't recall it fading characters for me.

stumpy

You are right, Previsionary. I don't know why I thought that noFade had something to do with that. I did think there was a template attribute that controlled that and you could set it to zero or one, but maybe not. It may just be that that is determined by a global setting (though it isn't likely one of the ones in the above list) or it could just be that the engine eventually destroys objects except those with hero or villain object types. Wasn't there some issue that came up with this a long while back where someone wanted the KOed chars to stick around forever and it was possible but it could eventually slow down the game or something?

Seraglio, every object has a template. I think that the default template values for the custom characters are those for the generic_hero and generic_heroine templates.

Keep in mind that the Rumble Room takes some liberties with how it spawns custom characters selected in the enemies list, seemingly making up some of their stats etc. out of the blue. The game makes up a custom_template for them and it doesn't always do it in a way that makes sense. That's why there is a fix for the energy of those characters and why their powers are always at level zero. Built-ins are a great deal more predictable, but even they have trouble since it seems that the game does something similar with built-ins spawned from the enemies list (creates a custom_template) when it needs to spawn as a baddy a character whose AI says he's a hero.

Given Previsionary's correction about noFade, the delayed destroy option maybe the only approach to this, but you'd need to make sure all enemies are spawned as villains (not minions). You'll have to check that that's how heroes on the enemies list are spawned. If they are spawned as minions, they may fade anyway unless you make them as built-in villains...