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Chainsaw Lumberjack


Joined: 20 Oct 2007 Age: 15 Posts: 2378 Location: Israel
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Maxaxle Elite Gamer


Joined: 06 Oct 2007 Age: 15 Posts: 2717 Location: San Diego
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Posted: Sat May 24, 2008 5:56 pm Post subject: |
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| PurpleSquerkle wrote: | Red glowing is good. Was gonna use reds and yellows for the color scheme anyway.
And, yes, that's kind of the point. Anybody who has it must become a demented berserker in order to survive.  |
I know that this is old, but I think it should say something like, "I want some action. I want action NOW!!!!", and start to turn red, and then say, "WANT ACTION NOW!!!!" if it gets close to exploding. _________________ http://www.freewebs.com/maxaxle88/
Inventor class last updated: July 9, 2008
Download: https://sourceforge.net/projects/maxaxlesegoboos
FREE PIZZA TOMORROW |
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PurpleSquerkle Supreme Cookiemancer


Joined: 28 Oct 2007 Age: 17 Posts: 4370 Location: Midwestern US
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Posted: Sun May 25, 2008 1:10 am Post subject: |
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What's old?
This topic?
'cause it's not.
The idea? I dunno.
We have enough yelling weapons, I think.
Of course, I love yelling weapons. But it doesn't really fit Mjollnir.
| PurpleSquerkle wrote: |
Oh, and I decided to give Gungnir another shot: I have a theory that any poke-type weapon is hardcoded to turn into a throwing weapon when it's stacked. This probably includes ammo, so I'm going to give it some and see what happens. |
Failure.
Spears do indeed only throw when stacked. If it's not stackable, it won't throw. Very annoying.
Is there really no other way to make a throwable weapon?! I think that needs to be worked on. Think of the potential!
Ah, well. On to Mjollnir then. _________________
+ PurpleSquerkle
--My website--
Latest update= 7/15/08; Three new midi loops.
{new Squerkle coming as soon as I stop being lazy} |
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Zefz Lead Designer


Joined: 16 Sep 2007 Posts: 2305 Location: Norway
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Posted: Sun May 25, 2008 9:08 am Post subject: |
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I checked the source code. It seems a weapon which has ammo and stacks OR has a throw animation, then it is thrown by the user. _________________ http://egoboo.sourceforge.net
"The pen is mightier than the sword- IF it is sharpened, dipped in poison and thrown really really hard at your target. But seriously, you are better off with a sword." |
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PurpleSquerkle Supreme Cookiemancer


Joined: 28 Oct 2007 Age: 17 Posts: 4370 Location: Midwestern US
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Posted: Sun May 25, 2008 12:07 pm Post subject: |
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So if I give it ammo... and if I give it a throw animation, it'll throw?!
Cool!
Throw is TA, right?
Mjollnir's looking pretty cool, by the way. I took the warhammer and made it more streamlined, then used phong mapping on a deep red version of the "shiny skin" (used for the iron ball, and the Sporks, I think).
It's pretty sweet. _________________
+ PurpleSquerkle
--My website--
Latest update= 7/15/08; Three new midi loops.
{new Squerkle coming as soon as I stop being lazy} |
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Zefz Lead Designer


Joined: 16 Sep 2007 Posts: 2305 Location: Norway
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Posted: Sun May 25, 2008 12:47 pm Post subject: |
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Phong mapping is removed and handled differently in the development versions. _________________ http://egoboo.sourceforge.net
"The pen is mightier than the sword- IF it is sharpened, dipped in poison and thrown really really hard at your target. But seriously, you are better off with a sword." |
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bgbirdsey Developer

Joined: 25 Sep 2007 Posts: 873 Location: Minnesota
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Posted: Sun May 25, 2008 2:53 pm Post subject: |
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| We could maybe modulate the global lighting bu the phong map? That way, special effects like colored phong maps would still work? |
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Maxaxle Elite Gamer


Joined: 06 Oct 2007 Age: 15 Posts: 2717 Location: San Diego
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Zefz Lead Designer


Joined: 16 Sep 2007 Posts: 2305 Location: Norway
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Posted: Sun May 25, 2008 3:32 pm Post subject: |
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The :[XWEP] IDSZ flags the item as a weapon, in use with the IfHoldingMeleeWeapon or IfTargetIsUnarmed functions. _________________ http://egoboo.sourceforge.net
"The pen is mightier than the sword- IF it is sharpened, dipped in poison and thrown really really hard at your target. But seriously, you are better off with a sword." |
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PurpleSquerkle Supreme Cookiemancer


Joined: 28 Oct 2007 Age: 17 Posts: 4370 Location: Midwestern US
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Posted: Sun May 25, 2008 7:17 pm Post subject: |
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| Zefz wrote: | | Phong mapping is removed and handled differently in the development versions. |
Aww, that really stinks.
Can't we still have that in as an option? Because it looks really nice on stuff.
Anyway, are you going to answer my questions?
EDIT: Almost done with Mjollnir. Just need a few more things:
1. Red lightning particle. I'll make it, but it won't work in the stable version.
2. A recording, in a deep, booming voice: "A WEAPON IS USELESS IN THE HANDS OF THE IDLE." (right as it kills you) Echoes are good, but I can add them if you can't.
3. Can someone post the particle file of lightning coming from the sky? I want it for when you die (using the red lightning particle I mentioned). Also, does this require any scripting to get it to work right? Or can it all be done through the particle file?
4. How do I check how much is left on the timer? So I can make it change visually (RedShift) when it's about to kill you, like Zefz said.
If someone can help me out with 2, 3, or 4, please do so. Until then, I have some other stuff I'm gonna mess with. _________________
+ PurpleSquerkle
--My website--
Latest update= 7/15/08; Three new midi loops.
{new Squerkle coming as soon as I stop being lazy} |
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Zefz Lead Designer


Joined: 16 Sep 2007 Posts: 2305 Location: Norway
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Posted: Sun May 25, 2008 8:36 pm Post subject: |
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Throw animation: Yes. Indeed according to the source code any weapon that stacks should be throwable. (But I tested this with swords with little luck).
MjĂžlner script
| Code: |
IfHeld
-> Add 2 spacings here!
IfTimeOut
tmpargument = 50 //1 second
SetTime
GetContent //Content=total seconds
tmpargument = tmpargument + 1
SetContent
tmpx = tmpargument
tmpy = 5
IfXIsLessThanY //5 seconds and below
tmpargument = 0
SetRedShift
tmpy = 20 //20 seconds and above
IfXIsMoreThanY
SetTargetToWhoeverIsHolding
KillTarget
tmpargument = 2
tmpx = targetx //Too late, kill him!
tmpy = targety
tmpdistance = targetz
SpawnExactParticle
Else
tmpy = 15 //15 seconds and above
IfXIsMoreThanY
tmpargument = 1
SetRedShift
tmpargument = 5
PlaySound
SendMessageNear //WARNING!
Else
tmpy = 10 //10 seconds and above
IfXIsMoreThanY
tmpargument = 1
SetRedShift
Else
tmpy = 5 //5 seconds and above
IfXIsMoreThanY
tmpargument = 1
SetRedShift
//Reset counter
IfUsed
tmpargument = 0
SetContent
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Main particle:
| Code: | // Lead bolt
Force spawn ( TRUE or FALSE ) : TRUE
Image type ( SOLID, LIGHT, or TRANS ) : LIGHT
Starting frame ( 0 to 255 ) : 92
Number of frames ( 1 to 16 ) : 4
Frame rate ( 0 to 1000 ) : 79
Frame rate randomness ( 0, 1, 3, 7, 15, 31, 63... ) : 1023
Rotation base ( 0 to 65535 ) : 32000
Random rotation add ( 0, 1, 3, 7, 15, 31, 63... ) : 0
Rotation rate ( 0 to 1000 ) : 0
Starting size ( 0 to 65535 ) : 30000
Size increase rate ( 0 to 1000 ) : 0
Speed limit ( 0.0 to 10.0 ) : 100.0
Facing rate ( 0 to 1000 ) : 0
// Ending conditions
Water ends particle ( TRUE or FALSE ) : FALSE
Bump ends particle ( TRUE or FALSE ) : FALSE
End if hits ground ( TRUE or FALSE ) : TRUE
End after last frame ( TRUE or FALSE ) : FALSE
Time before end ( 1 to 1000, 0 ) : 15
// Collision data
Bounce dampen ( 0.0 to 0.9 ) : 0.0
Bump money ( 0 to 100 ) : 0
Bump size ( 0 to 60 ) : 100
Bump height ( 0 to 60 ) : 80
Bump damage amount ( 0-0 to 0-16 to 16-16 ) : 5-9
Bump damage type ( SLASH, CRUSH, POKE, HOLY,
EVIL, FIRE, ICE, ZAP ) : ZAP
// Lighting data
Does it act as a dynamic light? ( TRUE or FALSE ) : TRUE
Dynalight level ( around 0.7 ) : 0.1
Dynalight falloff ( around 1000 ) : 100
// Initial spawning of this particle
Facing base ( 0 to 65535 ) : 0
Facing randomness ( 0, 1, 3, 7, 15, 31, 63... ) : 0
XY Spacing ( 0 to 100 ) : 0
XY Spacing randomness ( 0, 1, 3, 7, 15, 31, 63... ) : 0
Z Spacing ( -100 to 100 ) : 1000
Z Spacing randomness ( 0, 1, 3, 7, 15, 31, 63... ) : 0
XY Velocity ( 0 to 100 ) : 0
XY Velocity randomness ( 0, 1, 3, 7, 15, 31, 63... ) : 0
Z Velocity ( -100 to 100 ) : -100
Z Velocity randomness ( 0, 1, 3, 7, 15, 31, 63... ) : 0
// Continuous spawning of other particles
Spawn time ( 0 to 100 ) : 1
Amount to spawn each time ( 0 to 10 ) : 1
Facing add for each one ( 0 to 65535 ) : 0
Spawn type ( 0 to 3 ) : 1
// End spawning of other particles
Amount to spawn at end ( 0 to 10 ) : 8
Facing add for each one ( 0 to 65535 ) : 8192
Spawn type ( 0 to 3 ) : 1
// Bump spawning of attached particles
Amount to spawn on bump ( 0 to 10 ) : 8
Spawn type ( 0 to 3 ) : 1
// Random stuff
Daze time on hit ( 0 to 250 ) : 0
Grog time on hit ( 0 to 250 ) : 0
Spawn enchant on hit ( TRUE or FALSE ) : FALSE
Cause roll on hit ( TRUE or FALSE ) : FALSE
Cause pancake on hit ( TRUE or FALSE ) : FALSE
Need target to spawn ( TRUE or FALSE ) : FALSE
Target is caster ( TRUE or FALSE ) : FALSE
Start on target ( TRUE or FALSE ) : FALSE
Can damage caster ( TRUE or FALSE ) : TRUE
Spawn sound ( -1 for none ) : 7
End sound ( -1 for none ) : -1
Friendly fire ( TRUE or FALSE ) : TRUE
Only hit hate group ( TRUE or FALSE ) : FALSE
New target on spawn ( TRUE or FALSE ) : FALSE
Target angle ( 0 to 32768 ) : 0
Home in on target ( TRUE or FALSE ) : FALSE
Homing friction ( 0.0 to 1.0 ) : 0.0
Homing acceleration ( 0.0 to 1.0 ) : 0.0
Rotate to face direction ( TRUE or FALSE ) : FALSE
Respawn character on hit ( TRUE or FALSE ) : FALSE
Mana drain on hit ( 0 to 50 ) : 0
Life drain on hit ( 0 to 50 ) : 0
// Expansions
:[PUSH] 0 // Don't allow it to knock the characters around
:[BLOC] 1 // Can't be blocked
:[ARMO] 1 // Armor doesn't work
:[DLEV] 40 // Light gets bigger as lightning falls...
:[DRAD] 90000 //
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Secondary particle
| Code: |
// Trail bolt
Force spawn ( TRUE or FALSE ) : TRUE
Image type ( SOLID, LIGHT, or TRANS ) : LIGHT
Starting frame ( 0 to 255 ) : 92
Number of frames ( 1 to 16 ) : 4
Frame rate ( 0 to 1000 ) : 79
Frame rate randomness ( 0, 1, 3, 7, 15, 31, 63... ) : 1023
Rotation base ( 0 to 65535 ) : 32000
Random rotation add ( 0, 1, 3, 7, 15, 31, 63... ) : 32768
Rotation rate ( 0 to 1000 ) : 0
Starting size ( 0 to 65535 ) : 30000
Size increase rate ( 0 to 1000 ) : -440
Speed limit ( 0.0 to 10.0 ) : 0.0
Facing rate ( 0 to 1000 ) : 0
// Ending conditions
Water ends particle ( TRUE or FALSE ) : FALSE
Bump ends particle ( TRUE or FALSE ) : FALSE
End if hits ground ( TRUE or FALSE ) : FALSE
End after last frame ( TRUE or FALSE ) : FALSE
Time before end ( 1 to 1000, 0 ) : 8
// Collision data
Bounce dampen ( 0.0 to 0.9 ) : 0.0
Bump money ( 0 to 100 ) : 0
Bump size ( 0 to 60 ) : 0
Bump height ( 0 to 60 ) : 0
Bump damage amount ( 0-0 to 0-16 to 16-16 ) : 0
Bump damage type ( SLASH, CRUSH, POKE, HOLY,
EVIL, FIRE, ICE, ZAP ) : ZAP
// Lighting data
Does it act as a dynamic light? ( TRUE or FALSE ) : FALSE
Dynalight level ( around 0.7 ) : 0.0
Dynalight falloff ( around 1000 ) : 0
// Initial spawning of this particle
Facing base ( 0 to 65535 ) : 0
Facing randomness ( 0, 1, 3, 7, 15, 31, 63... ) : 0
XY Spacing ( 0 to 100 ) : 0
XY Spacing randomness ( 0, 1, 3, 7, 15, 31, 63... ) : 0
Z Spacing ( -100 to 100 ) : 0
Z Spacing randomness ( 0, 1, 3, 7, 15, 31, 63... ) : 0
XY Velocity ( 0 to 100 ) : 0
XY Velocity randomness ( 0, 1, 3, 7, 15, 31, 63... ) : 0
Z Velocity ( -100 to 100 ) : 0
Z Velocity randomness ( 0, 1, 3, 7, 15, 31, 63... ) : 0
// Continuous spawning of other particles
Spawn time ( 0 to 100 ) : 20
Amount to spawn each time ( 0 to 10 ) : 0 //1
Facing add for each one ( 0 to 65535 ) : 0
Spawn type ( 0 to 3 ) : 2
// End spawning of other particles
Amount to spawn at end ( 0 to 10 ) : 0
Facing add for each one ( 0 to 65535 ) : 0
Spawn type ( 0 to 3 ) : 0
// Bump spawning of attached particles
Amount to spawn on bump ( 0 to 10 ) : 0
Spawn type ( 0 to 3 ) : 0
// Random stuff
Daze time on hit ( 0 to 250 ) : 0
Grog time on hit ( 0 to 250 ) : 0
Spawn enchant on hit ( TRUE or FALSE ) : FALSE
Cause roll on hit ( TRUE or FALSE ) : FALSE
Cause pancake on hit ( TRUE or FALSE ) : FALSE
Need target to spawn ( TRUE or FALSE ) : FALSE
Target is caster ( TRUE or FALSE ) : FALSE
Start on target ( TRUE or FALSE ) : FALSE
Only damage friendly ( TRUE or FALSE ) : FALSE
Spawn sound ( -1 for none ) : -1
End sound ( -1 for none ) : -1
Friendly fire ( TRUE or FALSE ) : TRUE
Only hit hate group ( TRUE or FALSE ) : FALSE
New target on spawn ( TRUE or FALSE ) : FALSE
Target angle ( 0 to 32768 ) : 0
Home in on target ( TRUE or FALSE ) : FALSE
Homing friction ( 0.0 to 1.0 ) : 0.0
Homing acceleration ( 0.0 to 1.0 ) : 0.0
Rotate to face direction ( TRUE or FALSE ) : FALSE
Respawn character on hit ( TRUE or FALSE ) : FALSE
Mana drain on hit ( 0 to 50 ) : 0
Life drain on hit ( 0 to 50 ) : 0
// Expansions
:[ARMO] 1 Armor piercing
:[BLOC] 1 Cannot be blocked
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You should remove the armor and noblock expansions and damage effect (Unless you want it to damage nearby friendlies or enemies too). Also remember to set correct particle spawning according to which part#.txt you assign them (Or else it may spawn coins and buggy stuff like that) _________________ http://egoboo.sourceforge.net
"The pen is mightier than the sword- IF it is sharpened, dipped in poison and thrown really really hard at your target. But seriously, you are better off with a sword."
Last edited by Zefz on Sun May 25, 2008 8:39 pm; edited 1 time in total |
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woodmouse Skinner


Joined: 19 Apr 2008 Age: 14 Posts: 3070 Location: Finland
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Posted: Sun May 25, 2008 8:39 pm Post subject: |
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I started making "Almighty Longsword". What should be its power and name? Suggestions? I thought that there should be SOOOO many hidden super weapons... _________________
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Zefz Lead Designer


Joined: 16 Sep 2007 Posts: 2305 Location: Norway
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Posted: Sun May 25, 2008 8:42 pm Post subject: |
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There are already quite a lot magic swords. Why not make other magic weapons? (Ninjastars of flame/zap, homing or even all elements). Longbow of homing arrows. Shield of Teleport. Shield of Stoneskin. Amulet of something. Maybe a new ring? _________________ http://egoboo.sourceforge.net
"The pen is mightier than the sword- IF it is sharpened, dipped in poison and thrown really really hard at your target. But seriously, you are better off with a sword." |
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woodmouse Skinner


Joined: 19 Apr 2008 Age: 14 Posts: 3070 Location: Finland
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Posted: Sun May 25, 2008 8:47 pm Post subject: |
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Well... Umm... I'll make a magical... Claw! Or do I? _________________
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Zefz Lead Designer


Joined: 16 Sep 2007 Posts: 2305 Location: Norway
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Posted: Sun May 25, 2008 8:48 pm Post subject: |
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Good idea. Figure out something to make it cool magical  _________________ http://egoboo.sourceforge.net
"The pen is mightier than the sword- IF it is sharpened, dipped in poison and thrown really really hard at your target. But seriously, you are better off with a sword." |
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