Garry's Mod

Garry's Mod

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SCP SL Consumables Rebalanced
   
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素材类型: 插件
插件类型: 武器
插件标签: 快乐, 角色扮演, 写实
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8 月 8 日 上午 2:34
8 月 24 日 下午 11:38
9 项改动说明 ( 查看 )

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SCP SL Consumables Rebalanced

描述
IMPORTANT NOTE: I decided to make the SEF content feel more optional if you do not like it HOWEVER you will still need SEF for the SCP based items for them to fully work (until i can figure out how to remove the SEF aspect of it as of now) REASON FOR SEFLESS update: because of level transitions, enough said. But really, that is the main reason why i did that update for the edit. So when i do a level transition, i don't type in the console "restart" just to reload the SEF addon's functionality.

Greetings, today I had an itch related towards the SCP SL stuff made by Craft_Pig (with permission through discord like with the S.T.A.L.K.E.R 2 Rebalance I did)

For what reason this time? not because of the things being broken, but more so because I didn't like the placement of the medical stuff being in weapon slot 1 instead of weapon slot 6. And like the S.T.A.L.K.E.R 2 Rebalance, I got inspired to edit it and try and make it feel right to me and hopefully others too who might enjoy it.

Just like the S.T.A.L.K.E.R 2 Rebalance mod, you need to sub to SEF (Status Effect Framework) and SCP SL Consumables for this mod to work. (Installing SEF gives you the full experience for what this edit offers, making it optional to being mandatory.) **REMEMBER, SUB TO THIS FIRST THEN THE ORIGINAL MOD FOR IT TO WORK** (or reorder them so this mod is first THEN the original so my scripts can run as the baseline)

_____________________________________________________

Credits: SCP:SL By Northwood Studio (you can find it on Steam)

Original Addon By Craft_Pig (who gave me permission to make this edit and post it)
https://psteamcommunity.yuanyoumao.com/id/craftpig

SEF by Aaron who created the SEF that Craft_Pig u
sed https://psteamcommunity.yuanyoumao.com/id/AaronTheShadowWolf_Steam
______________________________________________________

Changelog with SEF Installed

Ammo Types: Gave Medkits and Injectors color based ammo groups so they can have their own ammo groups instead of stealing each other's so there is a choice to pick between which one to use instead of just using your favorite one mindlessly and near endlessly.

Medkits.

Red: Heals 50 and gives 10 Armor instantly. (gave it some armor because i wanted it to feel like something you might use instead if you wanted health but only some armor maybe.)

Blue: gives 40 Armor in 2s and Heals 20 in 5s (made it feel more like an actual charger kit but still giving health back)

Green: Heals 20 in 1s, grants 25% endurance for 25s (reason because having 50% damage resistance is honestly stupid busted, especially for just a bunch of bandages)

Yellow: Heals 20 in 10s, gives 30 Max Health for 95s, but Discharges 30 Armor over 15's (this one was annoying to try and rebalance because of "what do i change really?" so i went with armor discharge because Max Health increase. Might reduce duration of Max Health later.)

Stims.

Red: 40 Temp Armor for 40s, 70 units of speed for 25s, Discharges 20 Armor for 20s (Funny enough Craft_Pig had intended it to discharge armor prior because of the Temp Armor if I had to guess. So i renabled it, give it slightly more speed, and left temp armor untouched more or less)

Blue: Heals 30 for 3.2s and gives 15 Armor for 3s. (primarly did this because it felt right to make it similar to the STALKER 2 Medkit. Just a funny quirk if you want to argue that why i did it.)

Green: Heals 10 instantly. Gives 35% Endurance for 30s (had to honestly giga nerf it because having 50% endurance for almost a full minute is honestly insane. You're basically partially in god mode basically resisting half damage for that long, especially if you got a few to pump and dump into you.)

Yellow: Bloodlust adjusted, no damage boost, but 20% of damage is returned as health for 45s. (mainly did it because 5% health per damage was honestly so underwhelming it wasn't even worth using at all. So i made it have a better investment cost so people can feel true bloodlust, similar to how Doom Guy might feel.)

Painkillers: Heals 30 for 15s. Gives 30% Tenacity for 35s. (mostly inspired by the EFT swep made by Craft_Pig for the painkillers in that pack giving Tenacity. Thought it would make since for the Painkillers to have it because of that reason alone, because medication.)

Misc changes: Moved SCP 500 and SCP 330 to be in weapon slot 6 instead of weapon slot 1

Uploaded with gmpublisher[github.com]
17 条留言
Aaron 8 月 31 日 上午 7:02 
Patch won't affect anything you've done.
Affected are only hooks inside SEF Systems, effects itself to use new system to remove problems and nothing else.
TJ Zensuke  [作者] 8 月 31 日 上午 6:20 
Sweet stuff, question is then, do i have to potentially reedit anything that i did or will the fix you made won't do anything to edits or other SEF based mods? just making sure since you know, i want to be sure everything is cleared up without any errors or anything, you know? But either way, great news to hear all the same.
Aaron 8 月 31 日 上午 6:10 
I'm working on a system to fix this issue so im rewriting all effects to use new system that will remove residual delay impossible to meet due to CurTime being reset on changelevel and flags not being removed, today this fix will be released
TJ Zensuke  [作者] 8 月 31 日 上午 6:04 
So basically it's just an awkwardly long delay that can never pass technically? talk about a wild scenario to why the SEF thing breaks. Glad you were able to find out about it though, just the other issue is sometimes when changing levels does turns off SEF.

If i have to guess, same scenario as the changelevel thing? or that something else. Either way, that is a very weird thing to happen. I hope you can figure a fix or at least know what can be done about it unless it's only "restart" to fix it otherwise.
Aaron 8 月 31 日 上午 5:34 
I made some gameplay rn and i found the issue.
Apparently flags which i apply to entities are broken after changelevel, for example:
Entity(1).HealingEffectDelay = 626.84497070313 | This is when next heal tick should add health
Meanwhile our CurTime (current time of the game) is: 190.80000305176
So would need to wait quite a while to receive healing.
TJ Zensuke  [作者] 8 月 31 日 上午 4:23 
Though the thing is, it loads into a map just fine and works perfectly without problem even with the 200+ addons i have or at least 150+ not including maps obviously. But yeah that's probably my fault for basically making all the scripts try to be reread with all that script bloat from the other mods i got.

But at least it still works as intended besides my own personal hiccup and such. But otherwise, it's mainly in case i want to play without SEF stuff one day and enjoy it that way. Yea know?
Aaron 8 月 31 日 上午 4:20 
Eventually, other addon is overriding smth or makes problems
TJ Zensuke  [作者] 8 月 31 日 上午 4:10 
Sounds about right, i mean i don't have a high level of knowledge on how Lua works as is, only the bare minimum to change values of preexisting things to add or remove things if i know what i'm doing. But bottom line, i just consider it as jank from source interacting with other files or what not. but yeah, great work on making the SEF mod for the record. Very intuitive and engaging with what kind of effects it can give Aaron.
Aaron 8 月 31 日 上午 4:01 
My best guess is that Lua interpreter clears references to SEF Functions somehow or simply doesnt load files correctly
TJ Zensuke  [作者] 8 月 31 日 上午 3:27 
just to clarify since i had to shorten it in the one comment, it does work perfectly fine just to get that across in case i wasn't clear of course.

But it's mainly from the changelevel thing occasionally making the SEF functions either disabled for certain items. Or it gets used as intended but without the desired effects it's supposed to give