Rage glow
Every ultra-kill makes Naughty’s fists glow and hit harder for a few seconds. One short edit, which makes it a good first mod to read.
Where it comes from
Panic in Paradise had a rage mode, a meter that fills as you fight. The game still has the code that listens for it, but it was switched off. The comments say so:
-- Pause rage mode -- NO more rage mode for NB2
--GetCharacterRageModeComponent(pAttackingCharacter):PauseRageModeTimer()
We could not bring the meter back: Naughty has no rage component in his data,
in any build we looked at. But one piece of it survives as a Fluffetic, a
perk on the player’s profile. In finishingmove (the script that plays
ultra-kills), the last lines of an ultra-kill ask the profile whether the perk
is on:
if engine.HazingPlayerProfileManagerRef():GetFluffeticsRageEffectAfterUltraKill() then
DamageUpgradeActivated()
end
DamageUpgradeActivated is in naughtybearupgrades. It does three things:
pCharacterComponent:SetCloseRangeDamageModifier(500)
pCharacterComponent:SetLongRangeDamageModifier(500)
...
pCharacterComponent:StartEmitter(--[[HASH:"RageFistL":0x3b89ceb6]]998887094)
pCharacterComponent:StartEmitter(--[[HASH:"RageFistR":0xc186f3d5]]3246846933)
Interpretation: the two modifiers are percentages, so 500 is five times the normal damage, for melee and guns. The two emitters are the glow on each fist. A timer then switches it all off; the length comes from the profile unless the caller passes one. The line that played a rage sound is commented out.
The change
skinnaughty → finishingmove:
+RAGE_SECONDS = 10 -- how long the glow and the bonus damage last
local pFinishingMoveExecutorPointer = nil
...
- if engine.HazingPlayerProfileManagerRef():GetFluffeticsRageEffectAfterUltraKill() then
- DamageUpgradeActivated()
+ if true then -- was: only with the Fluffetic that unlocks it
+ DamageUpgradeActivated(RAGE_SECONDS)
end
The check is replaced with true, so the effect always happens, and the
length is passed in as a number instead of taken from the profile.
Change it
RAGE_SECONDS: how long the effect lasts.- The bonus is the
500inDamageUpgradeActivated, innaughtybearupgrades. Changing it means another edit, in another script.
Checked
- The glowing fists show after an ultra-kill, in the June 26th beta and in retail Panic in Paradise (played in Xenia).
- We did not measure the damage bonus or hear any sound. The sound line is commented out in the game.
- The bonus is large, which is a likely reason it was an unlock and not
always on. Lower
RAGE_SECONDSto make it a short burst.