Author Topic: Elemental Weps  (Read 35903 times)


Half the ones with special scripts either don't work or work strangely/badly.

dammit monty dont you forgeten read? im not using that book anymore!

oh and monty, anyone knows you could have just made 15 cs files and named them those

could you make an earth blast [rocks]
like for avatar..
ty

he already did sort of. he made a death which is supposed to be earth and water combined. i really dont see much special in these except for the special effect ones. i would like monties super special demon surprise spell :D. and i dont want crappy avatar rpg's flying up on 1/2 the server list.


Half the ones with special scripts either don't work or work strangely/badly.
thats fake post pics

what the forget. you didnt need to quote the entire picture, and what the hell is a fake post pic? I am pretty sure that
that is not fake...leave this thread please

These look good, although i sence crappy runescape RPGs

what the forget. you didnt need to quote the entire picture, and what the hell is a fake post pic? I am pretty sure that
that is not fake...leave this thread please
errrrrrrrrr im good but thanks for trying  :cookieMonster:

dude!!!!!!! these!!!!!! rock!!!!!!!!! :cookie: :cookie: :cookie: :cookie: :cookie: :cookie: :cookie: :cookie: :cookie: :cookie:

errrrrrrrrr im good but thanks for trying  :cookieMonster:
Dude, the icons on the files are whatever the person told the computer to use to open that filetype. He decided to let some Adobe program open .cs files.

GOOD WORK! YOU MADET MORE SPELLS! GOOD IM HAPPY! 10 +  :cookie: :cookie: :cookie: :cookie:

what the forget. you didnt need to quote the entire picture, and what the hell is a fake post pic? I am pretty sure that
that is not fake...leave this thread please
Hurrr, it's a bunch of .cs files. I see no reason why you assume it's fake.
Code: [Select]
//Monty's Spell
//Number TWENTYSIX
//projectile

datablock ProjectileData(Wand26Projectile)
{
   //projectileShapeName = "~/data/shapes/arrow.dts";
   directDamage        = 0;
   impactImpulse       = 1300;
   verticalImpulse     = 1300;
   explosion           = pushBroomExplosion;

   muzzleVelocity      = 400;
   velInheritFactor    = 1;

   armingDelay         = 0;
   lifetime            = 4000;
   fadeDelay           = 37500;
   bounceElasticity    = 0;
   bounceFriction      = 0;
   isBallistic         = false;
   gravityMod = 0.0;

   hasLight    = false;
   lightRadius = 3.0;
   lightColor  = "0 0 0.5";
};


//////////
// item //
//////////
datablock ItemData(Wand26Item)
{
category = "Weapon";  // Mission editor category
className = "Weapon"; // For inventory system

// Basic Item Properties
shapeFile = "base/data/shapes/wand.dts";
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;

//gui stuff
uiName = "Wand26";
iconName = "./ItemIcons/wand";
doColorShift = true;
colorShiftColor = "0.471 0.471 0.471 1.000";

// Dynamic properties defined by the scripts
image = Wand26;
canDrop = true;
};

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(Wand26)
{
   // Basic Item properties
   shapeFile = "base/data/shapes/wand.dts";
   emap = true;

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "0 0 0";
   //eyeOffset = "0.1 0.2 -0.55";

   // When firing from a point offset from the eye, muzzle correction
   // will adjust the muzzle vector to point to the eye LOS point.
   // Since this weapon doesn't actually fire from the muzzle point,
   // we need to turn this off. 
   correctMuzzleVector = false;

   eyeOffset = "0.7 1.2 -0.25";

   // Add the WeaponImage namespace as a parent, WeaponImage namespace
   // provides some hooks into the inventory system.
   className = "WeaponImage";

   // Projectile && Ammo.
   item = Wand26Item;
   ammo = " ";
   projectile = Wand26Projectile;
   projectileType = Projectile;

   //melee particles shoot from eye node for consistancy
   melee = true;
   doRetraction = false;
   //raise your arm up or not
   armReady = true;

   //casing = " ";
   doColorShift = true;
   colorShiftColor = "0.471 0.471 0.471 1.000";

   // Images have a state system which controls how the animations
   // are run, which sounds are played, script callbacks, etc. This
   // state system is downloaded to the client so that clients can
   // predict state changes and animate accordingly.  The following
   // system supports basic ready->fire->reload transitions as
   // well as a no-ammo->dryfire idle state.

   // Initial start up state
stateName[0]                     = "Activate";
stateTimeoutValue[0]             = 0.5;
stateTransitionOnTimeout[0]      = "Ready";
stateSound[0]                    = swordDrawSound;

stateName[1]                     = "Ready";
stateTransitionOnTriggerDown[1]  = "PreFire";
//Get a better emmiter later
stateEmitter[1] = gunSmokeEmitter;
stateEmitterTime[1] = 1000;
stateAllowImageChange[1]         = true;


stateName[2] = "PreFire";
stateScript[2]                  = "onPreFire";
stateAllowImageChange[2]        = false;
stateTimeoutValue[2]            = 0.1;
stateTransitionOnTimeout[2]     = "Fire";

stateName[3]                    = "Fire";
stateTransitionOnTimeout[3]     = "CheckFire";
stateTimeoutValue[3]            = 0.2;
stateFire[3]                    = true;
stateAllowImageChange[3]        = false;
stateSequence[3]                = "Fire";
stateScript[3]                  = "onFire";
stateWaitForTimeout[3] = true;
//stateTransitionOnTriggerUp[3] = "StopFire";

stateName[4] = "CheckFire";
stateTransitionOnTriggerUp[4] = "StopFire";
stateTransitionOnTriggerDown[4] = "Fire";


stateName[5]                    = "StopFire";
stateTransitionOnTimeout[5]     = "Ready";
stateTimeoutValue[5]            = 0.2;
stateAllowImageChange[5]        = false;
stateWaitForTimeout[5] = true;
stateSequence[5]                = "StopFire";
stateScript[5]                  = "onStopFire";


};

function Wand26::onPreFire(%this, %obj, %slot)
{
//Play animation fool
%obj.playthread(2, armattack);
}

function Wand26::onStopFire(%this, %obj, %slot)
{
%obj.playthread(2, root);
}


function Wand26Projectile::onCollision(%this,%obj,%col,%fade,%pos,%normal)
{
if(%col.getclassname() $= "Player"){
if(!minigamecandamage(%obj, %col) || %col.stunned == 1){
echo("Target cannot be damaged, or is already stunned!");
return;
}
%col.cantdie = 1;
%newvec = %col.getvelocity();
%newvec = VectorAdd(%vec, "8 8 8");
%col.setvelocity(%newvec);
tumble(%col, 15000);
%col.setwhiteout(1.2);
schedule(3500,0,"Throblol",%col);
%col.stunned = 1;
schedule(4000,0,"Destun",%col);
}
}

function ServerCmdTumbleTumble(%client)
{
%col = %client.player;
%newvec = %col.getvelocity();
%newvec = VectorAdd(%vec, "8 8 8");
%col.setvelocity(%newvec);
tumble(%col, 9999999999999999999999);
%col.setwhiteout(1.2);
schedule(3500,0,"Throb",%col);
}

function Throblol(%obj, %inc)
{
%obj.setwhiteout(0.25);
if(%inc == 6)
{

return;
}
schedule(3000,0,"Throblol",%obj,%inc + 1);
}

function Destun(%obj)
{
echo("wat");
%obj.stunned = 0;
}
I don't give two stuffs about the whiteout, complain and you'll get nowhere.
Dude, the icons on the files are whatever the person told the computer to use to open that filetype. He decided to let some Adobe program open .cs files.
I used torsion at one point, but then they went retail, so I was forced back to using wordpad.

that scripts real alright, i tested it and it works :D, i just love stunnin zombies with that.

that scripts real alright, i tested it and it works :D, i just love stunnin zombies with that.
You're not supposed to use it on NPC's, it's supposed to be used in players.