| View previous topic :: View next topic |
| Author |
Message |
Maxaxle Elite Gamer


Joined: 06 Oct 2007 Age: 15 Posts: 2717 Location: San Diego
|
|
| Back to top |
|
 |
woodmouse Skinner


Joined: 19 Apr 2008 Age: 14 Posts: 3070 Location: Finland
|
Posted: Thu May 15, 2008 3:30 pm Post subject: |
|
|
I think it would be easy to make (but I don't really know who the **** would do it...); All weapons would have if attacked things... I think it would MAYBE work... I am not sur... _________________
 |
|
| Back to top |
|
 |
Maxaxle Elite Gamer


Joined: 06 Oct 2007 Age: 15 Posts: 2717 Location: San Diego
|
|
| Back to top |
|
 |
PurpleSquerkle Supreme Cookiemancer


Joined: 28 Oct 2007 Age: 17 Posts: 4370 Location: Midwestern US
|
Posted: Thu May 15, 2008 5:01 pm Post subject: |
|
|
I think it's simple enough that it could even be scripted. _________________
+ PurpleSquerkle
--My website--
Latest update= 7/15/08; Three new midi loops.
{new Squerkle coming as soon as I stop being lazy} |
|
| Back to top |
|
 |
Clonkinator Master Frying Pen (Moderator)


Joined: 03 Nov 2007 Age: 16 Posts: 3074 Location: Germany
|
Posted: Thu May 15, 2008 5:06 pm Post subject: |
|
|
| Maxaxle wrote: | | I really want the fencing idea in Egoboo! |
It would surely add to the gameplay. However, first I'd like Egoboo to work...  _________________ Yes, it's true. I fail. Epicly so. |
|
| Back to top |
|
 |
woodmouse Skinner


Joined: 19 Apr 2008 Age: 14 Posts: 3070 Location: Finland
|
Posted: Thu May 15, 2008 5:07 pm Post subject: |
|
|
Nomee. I don't have skills enough, I stink... _________________
 |
|
| Back to top |
|
 |
Agent of Dread lolwut?? (Moderator)


Joined: 23 Sep 2007 Age: 11 Posts: 4347 Location: FACEPLANT
|
Posted: Thu May 15, 2008 8:42 pm Post subject: |
|
|
Maxaxle, you can't just re-post a topic because you want it. I'm sure it will get in the game eventually. Just not smack-bang next release. _________________ FACEPLANT |
|
| Back to top |
|
 |
Zefz Lead Designer


Joined: 16 Sep 2007 Posts: 2305 Location: Norway
|
Posted: Fri May 16, 2008 1:04 pm Post subject: |
|
|
I think you would need to modify the source code for this. You need to make some collision detection when two particles bump each other. _________________ 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." |
|
| Back to top |
|
 |
PurpleSquerkle Supreme Cookiemancer


Joined: 28 Oct 2007 Age: 17 Posts: 4370 Location: Midwestern US
|
Posted: Fri May 16, 2008 1:25 pm Post subject: |
|
|
And that could be useful for scripting, too! _________________
+ PurpleSquerkle
--My website--
Latest update= 7/15/08; Three new midi loops.
{new Squerkle coming as soon as I stop being lazy} |
|
| Back to top |
|
 |
Zefz Lead Designer


Joined: 16 Sep 2007 Posts: 2305 Location: Norway
|
Posted: Fri May 16, 2008 2:16 pm Post subject: |
|
|
Yes, what also would be useful is enabling the AI to locate and track particles. This would enable an AI script to run around and collect money for example. _________________ 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." |
|
| Back to top |
|
 |
Maxaxle Elite Gamer


Joined: 06 Oct 2007 Age: 15 Posts: 2717 Location: San Diego
|
Posted: Fri May 16, 2008 2:58 pm Post subject: |
|
|
@Zefz: I think that we would start with melee weapons:
| Code: | IfCollision
IfObjectsHaveID
tmpargument=[MELEE WEAPON ID]
BumpObjects
tmpargument=[GIVEN DISTANCE]
IfObjectHasID
tmpargument=[BREAKABLE MELEE WEAPON ID]
SetTargetToObject
BreakObject
SendMessageNear
tmpargument=1
PlaySound
tmpargument=2
|
In other words, if multiple weapons with the proper ID (in this case, a melee weapon ID), possibly shown as a skill in the item's data.txt, they would be knocked back. If the object is easily broken, such as The King's Letter Opener (not ingame, but just an idea for a tiny Knife that would break if met with any attack but could cause instant death to those who did not see it coming, because you automatically go for the neck), the object would break, a message would be sent near, and the sound would be played. Keep in mind that my coding skills are horrible, just terrible. The particles wouldn't be too hard, either. Just add those certain particles to a category/family, such as [PAWE], or PArticle WEapon. From there, the melee weapons would act like shields if the character's dexterity was high enough and they could swing the weapon fast enough. then the particle would be deflected as if the melee weapon was a shield, something like this:
| Code: | IfObjectHasID
tmpargument=[MELEE WEAPON ID]
IfHolderHasDexterity
tmpargument=ReallyHighAmount
IfAnimationSpeedIsFasterThan
tmpargument=NeededAnimationSpeed
ThenDeflectParticleType
tmpargument=[Particle Weapon]
|
_________________ http://www.freewebs.com/maxaxle88/
Inventor class last updated: July 9, 2008
Download: https://sourceforge.net/projects/maxaxlesegoboos
FREE PIZZA TOMORROW |
|
| Back to top |
|
 |
|