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Re: Special/Magic Weapon Scripts + [Assets] models/icons
Posted: Fri Mar 15, 2013 1:20 pm
by akroma222
Codes updated! Thanks again Marble Mouth, very helpful indeed
I have also posted up a few items from the available half of Labyrinth of Lies... weapons, armour, accessories and herbs...
There are links to the models/textures/icon atlas and also the scripts for materials and items.lua
Enjoy!!!
Re: Special Weapon Scripts + [ASSETS] weapons/armour/acc/her
Posted: Sat Mar 16, 2013 6:45 am
by akroma222
There is now a NEXUS download for the asset package on the original post
Enjoy
Re: Special Weapon Scripts + [ASSETS] weapons/armour/acc/her
Posted: Sat Mar 23, 2013 7:43 pm
by akroma222
Ok, so hopefully this is a simple fix... I have tried a few different ways but can't seem to get an unarmed skilled attack script working... I am sure there is a simpler way but this is what I have -
Items.lua
Code: Select all
defineObject{
name = "iron_knuckles",
class = "Item",
uiName = "Iron Knuckles",
model = "assets/models/items/pit_gauntlets.fbx",
gfxIndex = 18,
skill = "unarmed_combat",
slot = "Gauntlet",
requiredLevel = 5
protection = 1,
strength = 1,
weight = 1.2,
}
Party hook for init.lua (from original post)
Code: Select all
cloneObject{
name = "party",
baseObject = "party",
onAttack = function(champion, weapon, skill)
return attackingWeaponScripts.specialWeaponAttacks(champion, weapon, skill)
end
}
this addition is made to the script outlined in the first post of this thread... checking - if no weapon then....
Code: Select all
function specialWeaponAttacks(champion, weapon, skill)
--------------------------previous weapon checks------------------------
--example------------------------------------------------------------------
--if (weapon ~= nil) and (weapon.name == "shock_maul") then------
--return attackingWeaponScripts.burstSpellAttacks(champion,weapon,skill)
--end-----------------------------------------------------------------------
------------------------------------------------------------------------------
if weapon == nil then
for slot = 9,10 do
item = champion:getItem(slot)
if item ~= nil then
if item.name == "iron_knuckles" then
return unarmedScripts.unarmedAttacks(champion,item,skill)
end
end
end
return true
end
end
and then a lua script "unarmedAttackScripts"
Code: Select all
monstersList = {------------all monsters listed here-------------}
fist_monster = ""
function isInMonsterTable(table, element)
for _,value in pairs(table) do
if value == element then
return true
end
end
return false
end
function whichMonster(level,eggs,why)
for i in entitiesAt(level,eggs,why) do
if isInMonsterTable(monstersList,i.name) then
return i.id
end
end
return ""
end
function unarmedAttacks(champion, item, skill) ----checks for which unarmed combat gauntlet it is--------
local skill = champion:getSkillLevel("unarmed_combat")
local fist_champ = champion
if item.name == "iron knuckles" then
return unarmedScripts.ironKnuckles(champion, item, skill)
end
if item.name == "spiked_gauntlet" then
return unarmedScripts.spikedGauntlet(champion, item, skill)
end
return true
end
function ironKnuckles(champion,item,skill)
local dx,dy = getForward(party.facing)
fist_champ = champion
fist_monster = whichMonster(party.level,party.x+dx,party.y+dy)
if fist_monster == "" then
return true
else
local skill = champion:getSkillLevel("unarmed_combat")
local damage = math.random(100,120)
hudPrint("damage")
damageTile(fist_monster.level,fist_monster.x,fist_monster.y,party.facing,0,"physical",damage)
return true
end
end
So, hudPrint and damage tile will not happen... and I am puzzled.... the set up is long winded, but my weapon scripts in dungeon are set up to check weapons after the party attacks and then call other scripts
I want the unarmed weapon/gauntlet to just increase damage through a damage tile - not just increase strength for the same effect- and I obviously cant replicate the pit gauntlet game effect 4 or 5 times over....
Any assistance appreciated!!!
Re: Special Weapon Scripts + [ASSETS] weapons/armour/acc/her
Posted: Wed Apr 03, 2013 5:36 pm
by Drakkan
Hi akroma, I have new request for special weapon.
I need weapon which could be used only by a particular defined character (based on name) - for example I need staff, which could be used only by hero called Amber. I already tried "curse" item, so when this character equip it, you cannot take it away. This is working fine, but it has few flaws (like it is not working for new party member, you fill the slot etc...)
Re: Special Weapon Scripts + [ASSETS] weapons/armour/acc/her
Posted: Thu Apr 04, 2013 6:03 am
by akroma222
Hey Drakkan,
Cool - so a weapon that only be used by a champ with a certain name ("Amber" in this case?)
Shouldnt be too hard at all, I will sort it out in the next day or so
I would be interested to see your cursed weapon script too... I am nutting out a script for a cursed weapon - when you equip it starts talking to you and being mean. If you unequip before the weapon has had its fill of killing monsters, it starts paralyzing/damaging/killing off party members.... until you re-equip it hehehe!!
(so evil)
Re: Special Weapon Scripts + [ASSETS] weapons/armour/acc/her
Posted: Thu Apr 04, 2013 11:12 am
by Drakkan
Hi, that curse thing is actually DiarmuidĀ“s work, but I think you can add this to this thread when you credit him as well. check this link
viewtopic.php?f=14&t=4637&p=48894&hilit=curse#p48894
Also having some scroll of "uncursing" should be fine for this matter
Re: Special Weapon Scripts + [ASSETS] weapons/armour/acc/her
Posted: Fri Apr 05, 2013 8:18 am
by akroma222
Checked with Diarmuid - all good - the link is up on the original post, thanks for that Drakkan
And the scroll is a great idea
or an uncurse spell for light/dark magic
Your weapon script is also up on the original post as ONLY "..NAME.." ITEMS
Twas just a slight adjustment from one of the other scripts Marble Mouth and yourself devised...
I have actually used that kind of script for many items, checking for either Class / Race / Skill levels etc
A very useful scripting base for all kinds of special weapons
EDIT- hmmmaybe we could have a script for items that can only be equipped if certain other items are equipped?
.... and that would have to drop off if that certain other item is unequipped... I will have a try
Re: Special Weapon Scripts + [ASSETS] weapons/armour/acc/her
Posted: Sun Apr 07, 2013 3:57 am
by akroma222
New script/item definition added to OP for custom equipment that uses the unarmed combat skill
These items serve as shields AND weapons (granting evasion bonus, attackpower and tapping special moves learned through the unarmed combat skill)
EDIT - oh man I get too excited about this stuff... sorry the unarmed attacks are being tricky, trying to sort it now.
The weapon works fine as it is... but I am having trouble when calling other functions involving the weapon.
And by trouble I mean crash.
Hopefully will have it sorted soon
Re: Special Weapon Scripts + [ASSETS] weapons/armour/acc/her
Posted: Sun Apr 07, 2013 5:05 pm
by Drakkan
just tried the "name" script and it is working exactly as required. Many thanks Akroma !
Re: Special Weapon Scripts + [ASSETS] weapons/armour/acc/her
Posted: Mon Apr 08, 2013 1:51 am
by akroma222
Good stuff Drakkan!