(WIP) Ligthing Fxs and script

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lordofkooks
Posts: 2
Joined: Thu Sep 27, 2012 10:50 pm

(WIP) Ligthing Fxs and script

Post by lordofkooks »

Few things about me, I am New to Lua scripting and self teaching myself. So first off special thanks to everyone on the forums and their work.

my first WIP is a the radiant Center pillar using Neikun's script "Temple_pillar_ center" out of the Modding > viewtopic.php?f=14&t=3099#p31480 forum. I really want to change the Lighting color, position of light, and i need a way to deactivate the healing crystal; (or find another way to have central light that function as blockage). I have Try adding lightColor = vec(1,0,0) and changing the values but it won't work. also, if you try to make particle system = false it will crash the dungeon editor. I do use this script as a functional Hidden Healing Crystal for a dungeon i'm working on.

The other project is projective light fx with arrows, quivers, and ammo. The particleEffect = , and hitParticleEffect = work great to add little more FX to the weapons. I'm trying to figure out if it even possible to add lightColor = vec(0, 0, 0), lightBrightness = 40, lightRange = 4, to the weapons. the script won't conflict but their not functional.

Code: Select all

defineObject{
	name = "radiant_temple_pillar_center",
	class = "Crystal",
	model = "assets/models/env/temple_pillar.fbx",
	castShadow = true,
	animation = "assets/animations/env/healing_crystal_spin.fbx",
	particleSystem = "crystal",
	placement = "floor",
        repelProjectiles = true,
        hitSound = "impact_blade",
        editorIcon = 100,
}
Appearance of the radiant temple pillar :
SpoilerShow
Image
Appearance of the Hidden Healing crystal pillar:
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Image
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Image
Also other working modified codes that I'm trying to add light FX that smilar to the lights projective off a spell cast:
SpoilerShow

Code: Select all

-- Custom throwingWeapons()
 defineObject{
		name = "ice_gem",
		class = "Item",
		uiName = "Ice Gem",
		model = "assets/models/items/blue_gem.fbx",
		skill = "throwing_weapons",
		ammoType = "rock",
		throwingWeapon = true,
		gfxIndex = 118,
		attackPower = 10,
		damageType = "cold",
	        freezeChance = 50,
	        freezeDuration = 10,
		coolDownTime = 3,
		attackMethod = "throwAttack",
		attackSound = "swipe",
		impactSound = "impact_blunt",
                particleEffect = "frostbolt",
                hitParticleEffect = "frostbolt_hit",
		castShadow = true,
		stackable = true,
		projectileRotationSpeed = 10,
		projectileRotationZ = -30,
		weight = 0.2,
	}

	defineObject{
		name = "poison_gem",
		class = "Item",
		uiName = "Poisons Gem",
		model = "assets/models/items/green_gem.fbx",
		skill = "throwing_weapons",
		ammoType = "rock",
		throwingWeapon = true,
		gfxIndex = 119,
		attackPower = 10,
		damageType = "poison",
		coolDownTime = 3,
		attackMethod = "throwAttack",
		attackSound = "swipe",
		impactSound = "impact_blunt",
		particleEffect = "poison_bolt",
		hitParticleEffect = "poison_bolt_hit",
		castShadow = true,
		stackable = true,
		projectileRotationSpeed = 10,
		projectileRotationZ = -30,
		weight = 0.2,
	}

	defineObject{
		name = "burning_gem",
		class = "Item",
		uiName = "Burning Gem",
		model = "assets/models/items/red_gem.fbx",
		skill = "throwing_weapons",
		ammoType = "rock",
		throwingWeapon = true,
		gfxIndex = 218,
		attackPower = 10,
		damageType = "fire",
		coolDownTime = 3,
		attackMethod = "throwAttack",
		attackSound = "swipe",
		impactSound = "impact_blunt",
                particleEffect = "fireball",
                hitParticleEffect = "fireball_hit_greater",
		castShadow = true,
		stackable = true,
		projectileRotationSpeed = 10,
		projectileRotationZ = -30,
		weight = 0.2,
	}

	defineObject{
		name = "flaming_skull",
		class = "Item",
		uiName = "Flaming Skull",
		model = "assets/models/items/skull.fbx",
		skill = "throwing_weapons",
		ammoType = "rock",
		throwingWeapon = true,
		gfxIndex = 31,
		attackPower = 10,
		damageType = "fire",
		coolDownTime = 3,
		attackMethod = "throwAttack",
		attackSound = "swipe",
		impactSound = "impact_blunt",
                particleEffect = "fireball",
                hitParticleEffect = "fireball_hit_greater",
		castShadow = true,
		stackable = true,
		projectileRotationSpeed = 10,
		projectileRotationZ = -30,
		weight = 1.0,
	}

end

--Custom bombs()
	defineObject{
		name = "skull_bomb",
		class = "Item",
		uiName = "Skull Bomb",
		model =  "assets/models/items/skull.fbx",
		throwingWeapon = true,
		bombType = "fire",
		bombPower = 55,
		gfxIndex = 31,
		coolDownTime = 4,
		attackMethod = "throwAttack",
		attackSound = "swipe",
		impactSound = "impact_blunt",
                particleEffect = "fireball",
		stackable = true,
		projectileRotationSpeed = 10,
		projectileRotationZ = -30,
		weight = 0.8,
	}
end 
-- Custom missileWeapons()
	defineObject{
		name = "gem_sling",
		class = "Item",
		uiName = "Gem Sling",
		model = "assets/models/items/sling.fbx",
		skill = "missile_weapons",
		gfxIndex = 44,
		attackPower = 15,
		accuracy = 5,
		coolDownTime = 2,
		attackMethod = "rangedAttack",
		attackSound = "swipe",
		impactSound = "impact_blunt",
		rangedWeapon = true,
		ammo = "rock",
		weight = 0.5,
	}


	defineObject{
		name = "superior_poison_arrow",
		class = "Item",
		uiName = "Superior Poison Arrow",
		model = "assets/models/items/arrow.fbx",
		ammoType = "arrow",
		gfxIndex = 110,
		attackPower = 20,
                damageType = "poison",
		impactSound = "impact_arrow",
		particleEffect = "poison_bolt",
		hitParticleEffect = "poison_bolt_hit",
		stackable = true,
		sharpProjectile = false,
		projectileRotationY = 90,
		weight = 0.1,
		gameEffect = "Earthbound (Poison Bolt and Poison Cloud spells deal more damage)",
	}

	defineObject{
		name = "superior_cold_arrow",
		class = "Item",
		uiName = "Superior Cold Arrow",
		model = "assets/models/items/arrow.fbx",
		ammoType = "arrow",
		gfxIndex = 109,
		attackPower = 25,
		damageType ="cold",
	        freezeChance = 50,
	        freezeDuration = 10,
		impactSound = "impact_arrow",
                particleEffect = "frostbolt",
                hitParticleEffect = "frostbolt_hit",
		stackable = true,
		sharpProjectile = true,
		projectileRotationY = 90,
		weight = 0.1,
	}

	defineObject{
		name = "superior_fire_arrow",
		class = "Item",
		uiName = "Superior Fire Arrow",
		model = "assets/models/items/arrow.fbx",
		ammoType = "arrow",
		gfxIndex = 108,
		attackPower = 25,
		damageType ="fire",
		impactSound = "impact_arrow",
                particleEffect = "fireball",
                hitParticleEffect = "fireball_hit_greater",
		castShadow = true,
		stackable = true,
		sharpProjectile = true,
		projectileRotationY = 90,
		weight = 0.1,
		gameEffect = "Intense Fire (Fireball and Fireburst spells deal more damage)",
	}

	defineObject{
		name = "superior_shock_arrow",
		class = "Item",
		uiName = "Superior Shock Arrow",
		model = "assets/models/items/arrow.fbx",
		ammoType = "arrow",
		gfxIndex = 111,
		attackPower = 25,
		damageType ="shock",
		impactSound = "impact_arrow",
                particleEffect = "lightning_bolt",
                hitParticleEffect = "lightning_bolt_hit",
	        castShadow = true,
		stackable = true,
		sharpProjectile = true,
		projectileRotationY = 90,
		weight = 0.1,
	}
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Neikun
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Re: (WIP) Ligthing Fxs and script

Post by Neikun »

Nice pillar.
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HaunterV
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Re: (WIP) Ligthing Fxs and script

Post by HaunterV »

Here is the pillar behind prison statues, makes them look like they are frosting up.
SpoilerShow
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Neikun
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Re: (WIP) Ligthing Fxs and script

Post by Neikun »

I used the pillar script, but replaced the model with a dungeon pillar and it looks like some sort of power core.
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HaunterV
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Re: (WIP) Ligthing Fxs and script

Post by HaunterV »

Can we get an update on how the gem thing is working out and or looking?
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Neikun
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Re: (WIP) Ligthing Fxs and script

Post by Neikun »

Check and see if you can click the crystal through the statues, guys.
I've got a feeling you can.
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pulpum
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Re: (WIP) Ligthing Fxs and script

Post by pulpum »

it's possible to use it as a healing crystal. yep.
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HaunterV
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Re: (WIP) Ligthing Fxs and script

Post by HaunterV »

im ok wit that. thoguht we do need a false somewhere to deactivate the ability if we choose.
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Neikun
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Re: (WIP) Ligthing Fxs and script

Post by Neikun »

That's not what I meant.
I meant click it through the statue you placed in front of it.
As in the statues do not sufficiently block access to the pillar.
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Komag
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Re: (WIP) Ligthing Fxs and script

Post by Komag »

it looks to me like he understood and is saying yes you can heal by clicking the statue
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