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Re: [WIP] Combined custom content thread
Posted: Tue Nov 04, 2014 10:02 pm
by SpacialKatana
Nice thread, I've managed to cobble together a working staff that casts fireballs.
I'm having trouble however adding the baseDamageStat = "willpower" to my item. Any help appreciated Akroma22.
Code: Select all
defineObject{
name = "staff_fireballs",
baseObject = "base_item",
components = {
{
class = "Model",
model = "assets/models/items/acolyte_staff.fbx",
},
{
class = "Item",
uiName = "Staff of Fireballs",
gfxIndex = 340,
weight = 2.7,
description = "A magical staff that radiates great power.",
},
{
class = "CastSpell",
spell = "fireball",
cooldown = 3.0,
},
},
}
Re: [WIP] Combined custom content thread
Posted: Wed Nov 05, 2014 7:29 am
by akroma222
Thanks specialKatana, good to see you're still around
Here we have your Staff of Fireballs (using willpower as the damage bonus)
Code: Select all
defineObject{
name = "staff_fireballs",
baseObject = "base_item",
components = {
{
class = "Model",
model = "assets/models/items/acolyte_staff.fbx",
},
{
class ="Item",
uiName = "Staff of Fireballs",
gfxIndex = 340,
weight = 2.7,
impactSound = "impact_blunt",
traits = { "stave", "light_weapon" },
secondaryAction = "fireBall",
description = "A fiery staff designed by the archmage specialKatana"
},
{
class = "MeleeAttack",
attackPower = 13,
accuracy = 5,
swipe = "vertical",
attackSound = "swipe_special",
cooldown = 3.5,
baseDamageStat = "willpower",
damageType = "fire",
causeCondition = "burning",
conditionChance = 30,
requirements = {"light_weapons" ,1},
},
{
class = "CastSpell",
name = "fireBall",
uiName = "Fireball",
charges = 9,
cooldown = 4.0,
energyCost = 30,
spell = "fireball",
requirements = { "fire_magic", 1},
},
}
}
and here is a version that shoots multiple fireballs as a special attack
(although all fireballs follow the same trajectory.. have not got around to changing that yet)
Code: Select all
defineObject{
name = "staff_fireballs",
baseObject = "base_item",
components = {
{
class = "Model",
model = "assets/models/items/acolyte_staff.fbx",
},
{
class ="Item",
uiName = "Staff of Fireballs",
gfxIndex = 340,
weight = 2.7,
impactSound = "impact_blunt",
traits = { "stave", "light_weapon" },
secondaryAction = "fireBall1",
description = "A fiery staff designed by the archmage specialKatana"
},
{
class = "MeleeAttack",
attackPower = 13,
accuracy = 5,
swipe = "vertical",
attackSound = "swipe_special",
cooldown = 3.5,
baseDamageStat = "willpower",
damageType = "fire",
causeCondition = "burning",
conditionChance = 30,
requirements = {"light_weapons" ,1},
},
{
class = "CastSpell",
name = "fireBall1",
uiName = "Volley of Flames",
chainAction = "fireBall2",
chainActionDelay = 0.3,
charges = 9,
cooldown = 4.0,
energyCost = 30,
spell = "fireball",
requirements = { "fire_magic", 1},
},
{
class = "CastSpell",
name = "fireBall2",
uiName = "Fireball",
chainAction = "fireBall3",
chainActionDelay = 0.3,
spell = "fireball",
},
{
class = "CastSpell",
name = "fireBall3",
uiName = "Fireball",
spell = "fireball",
},
}
}
EDIT - note this staff does not have a different icon for full/empty charges - if it did you would need to add emptyGfxIndex = (number) in the castSpell component.
Enjoy
Akroma
Re: [WIP] Combined custom content thread
Posted: Wed Nov 05, 2014 7:22 pm
by SpacialKatana
akroma222 wrote:Thanks specialKatana, good to see you're still around
~~ snip ~~
Enjoy
Akroma
Nice one cheers ! I couldn't resist the new outdoor areas now could I ?
Amma bit too busy workin' these days to get right back into scripting, but I'll surely make some nice stuff for my mod when the assets are released !
Stay frosty,
Sk.
Re: [WIP] Combined custom content thread
Posted: Fri Nov 07, 2014 8:12 am
by akroma222
Haha no one can resist the outdoor areas!
A quick scripting question - and probably a simple silly one too
I am trying to use champion:getClass() to check the champs class when they equip an item... doesnt want to work!
Code: Select all
function assassinDaggerEquip(self, champion, slot)
local name = champion:getName()
if slot == 1 or slot == 2 then
if champion:getClass() == "Fighter" then
champion:trainSkill("critical", 1)
hudPrint(""..name.."'s Critical skill increases by 1 level.")
end
end
end
Really not sure why this wouldnt be working... can anyone point out what Im doing wrong?
(works fine without the champion:getClass() business)
Re: [WIP] Combined custom content thread
Posted: Fri Nov 07, 2014 8:38 am
by cameronC
when I call getClass it returns a lowercase "fighter" for me. You have it uppercase.
Re: [WIP] Combined custom content thread
Posted: Fri Nov 07, 2014 8:45 am
by akroma222
Thank you cameronC! it is indeed 'fighter'
EDIT - updated Doridion's food/egg/water assets
Re: [WIP] Combined custom content thread
Posted: Fri Nov 07, 2014 11:11 am
by Drakkan
please update snail and ice lizard monster
viewtopic.php?f=22&t=8104
Re: [WIP] Combined custom content thread
Posted: Fri Nov 07, 2014 12:49 pm
by akroma222
Thanks Drakkan, will add both monsters to the thread tomorrow ☺
Re: [WIP] Combined custom content thread
Posted: Sun Nov 09, 2014 9:46 am
by akroma222
Lizards (Ice/fire/green/dark) have been added
Snails will be up soon
Daggers, Swords and Axes are done - just need to add scripted game effects for some of them and will then add them
Re: [WIP] Combined custom content thread
Posted: Sun Nov 09, 2014 9:58 am
by Grimfan
akroma222 wrote:Lizards (Ice/fire/green/dark) have been added
Snails will be up soon
Daggers, Swords and Axes are done - just need to add scripted game effects for some of them and will then add them
Will certainly be using some of these.
I've got the scavenger up and running but at the moment the little freaks are making no sounds. The editor keeps telling me it can't find the wav.files.
