Author Topic: Weapons  (Read 22734 times)

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Hersh

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Weapons
« 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
« Last Edit: December 31, 1969 06:00 pm CST by Hersh »

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Particle

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Re: Weapons
« Reply #1 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);
}
« Last Edit: December 31, 1969 06:00 pm CST by Particle »
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Particle

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Re: Weapons
« Reply #2 on: August 8, 2002 05:13 pm CDT »
Add that into any cs file; preferably weapons.cs
« Last Edit: December 31, 1969 06:00 pm CST by Particle »
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Hersh

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Re: Weapons
« Reply #3 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
=)
« Last Edit: December 31, 1969 06:00 pm CST by Hersh »

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Hersh

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Re: Weapons
« Reply #4 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
« Last Edit: December 31, 1969 06:00 pm CST by Hersh »

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Particle

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Re: Weapons
« Reply #5 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.
« Last Edit: December 31, 1969 06:00 pm CST by Particle »
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funger

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Re: Weapons
« Reply #6 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.
« Last Edit: December 31, 1969 06:00 pm CST by funger »

Particle

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Re: Weapons
« Reply #7 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";
« Last Edit: December 31, 1969 06:00 pm CST by Particle »
As a point of history:  Our last server clear was on September 27, 2004.  That is 4963 days ago (13.6 years) as of today.

If you're visiting after a long hiatus and have forgotten your password, try emailing me via the support form at http://www.pcrpg.org.

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