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[MOD] Weapon armory

Posted: Wed Nov 07, 2012 7:33 pm
by J. Trudel
I have created several weapons to use in my mod that let the player a bit more freedom in their skill choice. These are designed to be balanced in game and true to the existing stats in Grimrock. Weight have been adjusted to reflect real world weapons. The descriptions are yet to be made. Theses are all starting weapons suitable for low level characters, however I have given suggestions on how to make their elite counterparts.

Item
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defineObject{
name = "dagger",
class = "Item",
uiName = "Dagger",
model = "assets/models/items/dagger.fbx",
skill = "daggers",
gfxIndex = 10,
attackPower = 7,
accuracy = 5,
coolDownTime = 2.5,
attackMethod = "meleeAttack",
attackSwipe = "vertical",
attackSound = "swipe_light",
impactSound = "impact_blade",
weight = 0.8,
}

defineObject{
name = "fist_dagger",
class = "Item",
uiName = "Fist Dagger",
model = "assets/models/items/fist_dagger.fbx",
skill = "daggers",
gfxIndex = 159,
attackPower = 8,
accuracy = 0,
coolDownTime = 2.5,
attackMethod = "meleeAttack",
attackSwipe = "vertical",
attackSound = "swipe_light",
impactSound = "impact_blade",
weight = 1.0,
}

-- -- Elite but non magical spear suggestion (Attack power x2, Accuracy + 5, Cool down time - 0.5)

defineObject{
name = "spear",
class = "Item",
uiName = "Spear",
model = "assets/models/items/skeleton_spear.fbx",
gfxIndex = 208,
attackPower = 10,
accuracy = 0,
coolDownTime = 5,
attackMethod = "meleeAttack",
attackSwipe = "thrust",
attackSound = "swipe",
impactSound = "impact_blade",
weight = 2.0,
reachWeapon = true,
}

-- Elite but non magical sword suggestion (Attack power x2, Accuracy + 5)

defineObject{
name = "arming_sword",
class = "Item",
uiName = "Arming Sword",
model = "assets/models/items/long_sword.fbx",
skill = "swords",
gfxIndex = 84,
attackPower = 10,
accuracy = 5,
coolDownTime = 3.5,
attackMethod = "meleeAttack",
attackSwipe = "horizontal",
attackSound = "swipe",
impactSound = "impact_blade",
weight = 1.3,
}

defineObject{
name = "falchion",
class = "Item",
uiName = "Falchion",
model = "assets/models/items/scimitar.fbx",
skill = "swords",
gfxIndex = 0,
attackPower = 11,
accuracy = 5,
coolDownTime = 4.0,
attackMethod = "meleeAttack",
attackSwipe = "horizontal",
attackSound = "swipe",
impactSound = "impact_blade",
weight = 1.6,
}

-- Elite but non magical axes suggestion (Attack power x 2, Accuracy + 5, Cool down time - 0.5)

defineObject{
name = "battle_axe",
class = "Item",
uiName = "Battle Axe",
model = "assets/models/items/battle_axe.fbx",
skill = "axes",
gfxIndex = 86,
attackPower = 12,
accuracy = 0,
coolDownTime = 4.5,
attackMethod = "meleeAttack",
attackSwipe = "horizontal",
attackSound = "swipe",
impactSound = "impact_blade",
weight = 1.7,
}

defineObject{
name = "great_axe",
class = "Item",
uiName = "Great Axe",
model = "assets/models/items/great_axe.fbx",
skill = "axes",
gfxIndex = 11,
attackPower = 14,
accuracy = 0,
coolDownTime = 5.5,
attackMethod = "meleeAttack",
attackSwipe = "horizontal",
attackSound = "swipe_heavy",
impactSound = "impact_blade",
weight = 2.4,
}

-- Elite but non magical maces suggestion (Attack power x 2, Accuracy + 5)

defineObject{
name = "warhammer",
class = "Item",
uiName = "Warhammer",
model = "assets/models/items/warhammer.fbx",
skill = "maces",
gfxIndex = 220,
attackPower = 13,
accuracy = 0,
coolDownTime = 5.0,
attackMethod = "meleeAttack",
attackSwipe = "vertical",
attackSound = "swipe",
impactSound = "impact_blunt",
weight = 1.7,
}

defineObject{
name = "morning_star",
class = "Item",
uiName = "Morning Star",
model = "assets/models/items/morning_star.fbx",
skill = "maces",
gfxIndex = 3,
attackPower = 14,
accuracy = 0,
coolDownTime = 5.5,
attackMethod = "meleeAttack",
attackSwipe = "vertical",
attackSound = "swipe",
impactSound = "impact_blunt",
weight = 2.4,
}

defineObject{
name = "flail",
class = "Item",
uiName = "Flail",
model = "assets/models/items/flail.fbx",
skill = "maces",
gfxIndex = 87,
attackPower = 15,
accuracy = -5,
coolDownTime = 6.0,
attackMethod = "meleeAttack",
attackSwipe = "vertical",
attackSound = "swipe_heavy",
impactSound = "impact_blunt",
weight = 2.1,
}


-- Tools Weapons

defineObject{
name = "knife",
class = "Item",
uiName = "Knife",
model = "assets/models/items/knife.fbx",
skill = "daggers",
gfxIndex = 47,
attackPower = 5,
accuracy = 0,
coolDownTime = 3,
attackMethod = "meleeAttack",
attackSwipe = "vertical",
attackSound = "swipe_light",
impactSound = "impact_blade",
weight = 0.8,
}

defineObject{
name = "machete",
class = "Item",
uiName = "Machete",
model = "assets/models/items/machete.fbx",
skill = "swords",
gfxIndex = 23,
attackPower = 9,
accuracy = 0,
coolDownTime = 3.2,
attackMethod = "meleeAttack",
attackSwipe = "horizontal",
attackSound = "swipe",
impactSound = "impact_blade",
weight = 0.9,
}

defineObject{
name = "hand_axe",
class = "Item",
uiName = "Hand Axe",
model = "assets/models/items/hand_axe.fbx",
skill = "axes",
gfxIndex = 25,
attackPower = 10,
accuracy = 0,
coolDownTime = 4.5,
attackMethod = "meleeAttack",
attackSwipe = "horizontal",
attackSound = "swipe",
impactSound = "impact_blade",
weight = 1.7,
}

defineObject{
name = "cudgel",
class = "Item",
uiName = "Cudgel",
model = "assets/models/items/cudgel.fbx",
skill = "maces",
gfxIndex = 24,
attackPower = 12,
accuracy = -5,
coolDownTime = 5.0,
attackMethod = "meleeAttack",
attackSwipe = "vertical",
attackSound = "swipe",
impactSound = "impact_blunt",
weight = 2.5,
}