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,
}


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,
}
