to answer you both I will explain exactly what I have done and am then getting stuck on
Unarmed combat (although there is indeed room for debate on this across game titles) does include both, fighting with bare fists - hand to hand- AND fighting hand to hand with special gloves, claws, spikey gauntlets etc (as is seen with pit fighter gauntlets). The pit fighter gauntlets are actually a gauntlet armour, which just provides a gameEffect bonus - +4 attack power when fighting unarmed (which we can not easily replicate).
I wanted to include more variety for people who are interested in fighting unarmed (as many folk enjoy a 'monk' or 'martial artist' type champion build). I also figured that seeing your champions bare empty hands for the entire game could get quite boring. At least I think I would be - I could be wrong in my assumptions. So >>> more unarmed pit fighter glove type items that can be seen in the champions hands is what I am trying to achieve here.
We can easily create such an item by giving the item the unarmed skill requirement. If the item happens to a big claw or even a spikey shield, we can give it (shield = true) in its definition. Such an item is easy to make and does exactly what I am after..... eg
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Code: Select all
defineObject{
name = "rampage_shield",
class = "Item",
uiName = "Rampage Shield",
model = "assets/models/items/small_shield.fbx",
gfxIndex = 55,
skill = "unarmed_combat",
requiredLevel = 18,
attackPower = 26,
accuracy = -5,
evasion = 10,
coolDownTime = 3.5,
attackMethod = "meleeAttack",
attackSwipe = "horizontal",
attackSound = "swipe_heavy",
impactSound = "impact_blunt",
shield = true,
weight = 4.5,
}SpoilerShow
Code: Select all
cloneObject{
name = "party",
baseObject = "party",
onAttack = function(champion, weapon)
return attackingWeaponScripts.unarmedStuff(champion, weapon)
end
}SpoilerShow
Code: Select all
function unarmedStuff(champion, weapon)
unarmedList = {"brass_knuckles", "pit_guards" , "bladed_guards" , "fetid_talons" , "razor_claws" , "tempered_claws"}
for slot = 7,8 do
local x = champion:getItem(slot)
if x and isInUnarmedTable(unarmedList, x.name) then
hudPrint("Oh finally it works!!")
return true
end
end
return false
end
function isInUnarmedTable(table, element)
for _,value in pairs(table) do
if value == element then
return true
end
end
return false
endDr Disaster - indeed knives belong to daggers and even fist daggers do too... the items I am creating here are like slipover/clip on additions (like adding spikes to your leather gloves)... so an unarmed/martial art skill is still being used here, technically (at least this is how many other games handle such items)... Also, a syphon!!?? I have never heard of a syphon being a cudgel/mace type weapon, that is very interesting indeed (is there a game or link you can show me as an example??