Particle's Custom RPG

Assistance => Assistance & Feedback => Topic started by: Hersh on August 8, 2002 04:29 pm CDT

Title: Weapons
Post by: Hersh on August 8, 2002 04:29 pm CDT
Hello, i was wondering if someone could explain to me how to make a new weapon, and where to put it after its made.
(I use MR mod so I'm pretty sure it would be in newweapons.cs)
Anyway I wanted to make a new sword with the KLS's image but alot slower and alot more powerful. I dont really want someone to make it for me just tell me how to make it so i can make weapons later on too.

 ??? :'( ::) :P ;D
Title: Re: Weapons
Post by: Particle on August 8, 2002 05:13 pm CDT
Replace the "ReplaceMe" with your weapon name.  Add a description and variables.  Add a number after the 6 on special var for ATK, add a number for weight, add a #w description for MiscInfo.

//==========  ReplaceMe  ==========

$AccessoryVar[ReplaceMe, $AccessoryType] = $SwordAccessoryType;
$AccessoryVar[ReplaceMe, $SpecialVar] = "6 ";
$AccessoryVar[ReplaceMe, $Weight] = ;
$AccessoryVar[ReplaceMe, $MiscInfo] = "";
$SkillType[ReplaceMe] = $SkillSlashing;
//$WeaponDelay[ReplaceMe] = 1.5;

ItemImageData ReplaceMeImage
{
      shapeFile  = "elfinblade";
      mountPoint = 0;

      weaponType = 0; // Single Shot
      reloadTime = 0;
      fireTime = GetDelay(ReplaceMe);
      minEnergy = 0;
      maxEnergy = 0;

      accuFire = true;

      sfxFire = SoundSwing1;
      sfxActivate = AxeSlash2;
};
ItemData ReplaceMe
{
      heading = "bWeapons";
      description = "";
      className = "Weapon";
      shapeFile  = "elfinblade";
      hudIcon = "blaster";
      shadowDetailMask = 4;
      imageType = ReplaceMeImage;
      price = 0;
      showWeaponBar = true;
};
function ReplaceMeImage::onFire(%player, %slot)
{
      MeleeAttack(%player, GetRange(ReplaceMe), ReplaceMe);
}
Title: Re: Weapons
Post by: Particle on August 8, 2002 05:13 pm CDT
Add that into any cs file; preferably weapons.cs
Title: Re: Weapons
Post by: Hersh on August 8, 2002 07:36 pm CDT
uh oh ... uhm i can #w and give it to myself fine and it swings....just it doesnt hit anything and it doesnt even show up as you try to hit someone, but miss. well here is the weapons code im using...

//========== Excalibur ==========

$AccessoryVar[Excalibur, $AccessoryType] = $SwordAccessoryType;
$AccessoryVar[Excalibur, $SpecialVar] = "6 300";
$AccessoryVar[Excalibur, $Weight] = 12;
$AccessoryVar[Excalibur, $MiscInfo] = "The Sword used by King Arthur himself.";
$SkillType[Excalibur] = $SkillSlashing;
//$WeaponDelay[Excalibur] = 1.5;

ItemImageData ExcaliburImage
{
shapeFile = "elfinblade";
mountPoint = 0;

weaponType = 0; // Single Shot
reloadTime = 0;
fireTime = GetDelay(Excalibur);
minEnergy = 0;
maxEnergy = 0;

accuFire = true;

sfxFire = SoundSwing1;
sfxActivate = AxeSlash2;
};
ItemData Excalibur
{
heading = "bWeapons";
description = "The Legendary Excalibur";
className = "Weapon";
shapeFile = "elfinblade";
hudIcon = "blaster";
shadowDetailMask = 4;
imageType = ExcaliburImage;
price = 3500000;
showWeaponBar = true;
};
function ExcaliburImage:onFire(%player, %slot)
{
MeleeAttack(%player, GetRange(Excalibur), Excalibur);
}


can you tell me how to make it attack someone and also how to add slashing 1010 and rl 3 restriction on it
=)
Title: Re: Weapons
Post by: Hersh on August 9, 2002 10:58 pm CDT
nevermind I figured out how to add the requirments, make is steal protected and make it hit,

Thanks for the help. ;)



Hersh
Title: Re: Weapons
Post by: Particle on August 10, 2002 06:53 am CDT
Use this:

//==========  Excalibur  ==========

$AccessoryVar[Excalibur, $AccessoryType] = $SwordAccessoryType;
$AccessoryVar[Excalibur, $SpecialVar] = "6 300";
$AccessoryVar[Excalibur, $Weight] = 12;
$AccessoryVar[Excalibur, $MiscInfo] = "The sword used by Excalibur himself.";
$SkillType[Excalibur] = $SkillSlashing;
//$WeaponDelay[Excalibur] = 1.5;

ItemImageData ExcaliburImage
{
      shapeFile  = "sword";
      mountPoint = 0;

      weaponType = 0; // Single Shot
      reloadTime = 0;
      fireTime = GetDelay(Excalibur);
      minEnergy = 0;
      maxEnergy = 0;

      accuFire = true;

      sfxFire = SoundSwing1;
      sfxActivate = AxeSlash2;
};
ItemData Excalibur
{
      heading = "bWeapons";
      description = "Excalibur Sword";
      className = "Weapon";
      shapeFile  = "sword";
      hudIcon = "blaster";
      shadowDetailMask = 4;
      imageType = ExcaliburImage;
      price = 0;
      showWeaponBar = true;
};
function ExcaliburImage::onFire(%player, %slot)
{
      MeleeAttack(%player, GetRange(Excalibur), Excalibur);
}


That should fire, unless you've screwed the pooch somewhere else.  You will also need to add a GenerateItemCost line for the Excalibur sword.  Leave the price at 0, that does not effect RPG items.
Title: Re: Weapons
Post by: funger on October 5, 2002 08:24 pm CDT
is triplate gonna be on the update ?
if it is u need to add it to the smithing combos for the sanity of the admins.
Title: Re: Weapons
Post by: Particle on October 6, 2002 07:36 am CDT
Triplate will probably be in in one form or another.  But funger, there is already a combo for it in 3.07.

$SmithCombo[27] = "FullPlateArmor 1 Titainium 2 Iron 10 Nickel 3 LeatherArmor 1";