[WIP] Combined custom content thread
Re: [WIP] Combined custom content thread
UPDATED ORIGINAL POST with:
1. Party timer script
2. Check to see if your party is underwater script
3. Trait manager script (minmay)
4. Skill Manager script
5. Two specific weapons equipped together script
1. Party timer script
2. Check to see if your party is underwater script
3. Trait manager script (minmay)
4. Skill Manager script
5. Two specific weapons equipped together script
Labyrinth of Lies (viewtopic.php?f=14&t=4400)
Legacy of Lies (viewtopic.php?f=22&t=12983&hilit=+legacy)
Legacy of Lies (viewtopic.php?f=22&t=12983&hilit=+legacy)
Re: [WIP] Combined custom content thread
Huge thx akroma
I wanted to look icon atlas and sounds, but download links doesnt work for me 
Can someone confirm it or it is just me
Can someone confirm it or it is just me
Re: [WIP] Combined custom content thread
I tried getting there through the Ge.tt main page but the connection is timing out
So Id say it's a problem on their end > not your problem and links should work later
So Id say it's a problem on their end > not your problem and links should work later
Labyrinth of Lies (viewtopic.php?f=14&t=4400)
Legacy of Lies (viewtopic.php?f=22&t=12983&hilit=+legacy)
Legacy of Lies (viewtopic.php?f=22&t=12983&hilit=+legacy)
Re: [WIP] Combined custom content thread
Quick update, added:
1. DEAL 2x DMG AGAINST MONSTER TYPE
2. LOCKS AND TRAPS SKILL - CHESTS - keylocked, pickable and trapped
1. DEAL 2x DMG AGAINST MONSTER TYPE
2. LOCKS AND TRAPS SKILL - CHESTS - keylocked, pickable and trapped
Last edited by akroma222 on Sun Dec 28, 2014 2:48 pm, edited 2 times in total.
Labyrinth of Lies (viewtopic.php?f=14&t=4400)
Legacy of Lies (viewtopic.php?f=22&t=12983&hilit=+legacy)
Legacy of Lies (viewtopic.php?f=22&t=12983&hilit=+legacy)
Re: [WIP] Combined custom content thread
hi akroma,
nice to see you still around with lots of new cool stuff !
I have small request, in case you will have some time - regarding this thread
viewtopic.php?f=22&t=8976
I am making some new weapon skills and I wondered if you can help - basicaly i need to script when champion has some skill / trait, that he will get bonus with some kind of weapon (for example trait Axe master will get plus 20 damage when using axe-type weapon, or when having trait Mace master he will ignore some armor when attacking with mace-type weapon etc...)
thanks for any response !
nice to see you still around with lots of new cool stuff !
I have small request, in case you will have some time - regarding this thread
viewtopic.php?f=22&t=8976
I am making some new weapon skills and I wondered if you can help - basicaly i need to script when champion has some skill / trait, that he will get bonus with some kind of weapon (for example trait Axe master will get plus 20 damage when using axe-type weapon, or when having trait Mace master he will ignore some armor when attacking with mace-type weapon etc...)
thanks for any response !
Re: [WIP] Combined custom content thread
So the sounds for the lizards simply work for everyone? Strangely enough, it gives me: warning: no such sample: ice_lizard_walk. I have a legit version of the game, so I should have the correct dat file. The animations work great though. Anyone had this issue before? I would appreciate any help
Also, amazing work on this, akroma!
EDIT: Woops I think I figured it out. New to the community, so Im still learning
EDIT: Woops I think I figured it out. New to the community, so Im still learning
Re: [WIP] Combined custom content thread
Drakkan, check your thread - I have come up with a solution but personally I think there must be a better way to do it
Daveyx0, thanks hey! Glad you got the lizards making sounds.... and welcome to the community!!

Daveyx0, thanks hey! Glad you got the lizards making sounds.... and welcome to the community!!
Labyrinth of Lies (viewtopic.php?f=14&t=4400)
Legacy of Lies (viewtopic.php?f=22&t=12983&hilit=+legacy)
Legacy of Lies (viewtopic.php?f=22&t=12983&hilit=+legacy)
Re: [WIP] Combined custom content thread
ADDED to original post:
Making extra attacks with power attacks if your champ is of a certain race/class
Check for race/class then return false if not that race/class
Making extra attacks with power attacks if your champ is of a certain race/class
Check for race/class then return false if not that race/class
SpoilerShow
Code: Select all
{
class = "MeleeAttack",
name = "thrust1",
uiName = "Thrust",
buildup = 1.0,
chainAction = "thrust2",
chainActionDelay = 0.2,
attackPower = 20,
swipe = "thrust",
attackSound = "swipe",
baseDamageStat = "strength",
pierce = 10,
accuracy = 10,
cooldown = 2.5,
energyCost = 15,
gameEffect = "An accurate and piercing lunge dealing double damage. Zarchtons attack twice.",
requirements = { "accuracy", 1},
onAttack = function(self,champion,hand)
champion:playDamageSound()
end,
},
{
class = "MeleeAttack",
name = "thrust2",
attackPower = 25,
swipe = "horizontal",
attackSound = "swipe_special",
baseDamageStat = "strength",
pierce = 20,
accuracy = 20,
onAttack = function(self,champion,hand)
if champion:getRace() ~= "zarchton" then
return false
else
champion:playDamageSound()
end
end,
},Labyrinth of Lies (viewtopic.php?f=14&t=4400)
Legacy of Lies (viewtopic.php?f=22&t=12983&hilit=+legacy)
Legacy of Lies (viewtopic.php?f=22&t=12983&hilit=+legacy)
Re: [WIP] Combined custom content thread
Hi akroma,
I have another cool idea which falls into weapon category - firearms this type. I´d like to have weapon, which will use napalm ammo and instead regular attack, it will be shooting fire_bombs. Not sure how to script it exactly and if even possible. just idea - Set basic attack of the weapon to 0 and script on attack(onUse ?) to spawn fire bomb before party ? not sure if you can spawn "throwed" item... or how to do that. maybe instead bomb just spawn some spell effect (like some magma golem meteor spells, I have noticed it in the editor) . please check if you are interested.
here are some basic
Napalm ammo
secondary firearm should be similar - working name is Fireburster. As for ammo type, does not matter now (standard pellets could be fine), but instead regular attack, it should spawn fireburst spell. Let me know what you think.
I have another cool idea which falls into weapon category - firearms this type. I´d like to have weapon, which will use napalm ammo and instead regular attack, it will be shooting fire_bombs. Not sure how to script it exactly and if even possible. just idea - Set basic attack of the weapon to 0 and script on attack(onUse ?) to spawn fire bomb before party ? not sure if you can spawn "throwed" item... or how to do that. maybe instead bomb just spawn some spell effect (like some magma golem meteor spells, I have noticed it in the editor) . please check if you are interested.
here are some basic
Code: Select all
defineObject{
name = "napalm_thrower",
baseObject = "base_item",
components = {
{
class = "Model",
model = "assets/models/items/hand_cannon.fbx",
},
{
class = "Item",
uiName = "Napalm Thrower",
description = "This gun uses concentrated napalm bombs to unleash hell in front of your party.",
gfxIndex = 330,
impactSound = "impact_blunt",
weight = 10,
traits = { "firearm" },
},
{
class = "FirearmAttack",
attackPower = 0,
cooldown = 10,
attackSound = "gun_shot_cannon",
ammo = "napalm",
onAttack = function(self)
-- never jams but can backfire
self.go.item:setJammed(false)
end,
onBackfire = function(self)
local dust = party:spawn("particle_system")
dust.particle:setParticleSystem("hit_firearm_large")
dust:setWorldPositionY(dust:getWorldPositionY() + 1.3)
end,
requirements = { "firearms", 5 },
},
},
}
Code: Select all
defineObject{
name = "napalm",
baseObject = "base_item",
components = {
{
class = "Model",
model = "assets/models/items/cannon_ball.fbx",
},
{
class = "Item",
uiName = "Napalm",
gfxIndex = 339,
impactSound = "impact_blunt",
stackable = true,
projectileRotationSpeed = 10,
projectileRotationZ = -30,
weight = 0.5,
},
{
class = "AmmoItem",
ammoType = "Napalm",
},
},
}
secondary firearm should be similar - working name is Fireburster. As for ammo type, does not matter now (standard pellets could be fine), but instead regular attack, it should spawn fireburst spell. Let me know what you think.
Re: [WIP] Combined custom content thread
I certainly am interested my friend, everyone loves grenade launchers!
At a glance you are on the right track with the 'how' to do it... good, good
Did you ever find Shadowtwist Bow or Noxwood Bow in Labyrinth of Lies??
I have not converted them over yet, but they run in a similar fashion
and this is the onAttack script that took care of their tricky attacking conditions (its an unnecessarily long and scary script)
I probably wont get to the grenade launcher it straight away as Im just finishing up some skills and traits stuff
Probably in a few days?
At a glance you are on the right track with the 'how' to do it... good, good
Did you ever find Shadowtwist Bow or Noxwood Bow in Labyrinth of Lies??
I have not converted them over yet, but they run in a similar fashion
SpoilerShow
Code: Select all
defineObject{
name = "twistwood_bow_cursed_quarrel",
class = "Item",
uiName = "Shadowtwist Bow",
model = "mod_assets/models/twistwood_bow.fbx",
gfxAtlas = "mod_assets/textures/akroma_icons7.tga",
gfxIndex = 6,
skill = "assassination",
requiredLevel = 34,
rangedWeapon = true,
ammo = "quarrel",
attackPower = 40,
coolDownTime = 6.0,
attackMethod = "rangedAttack",
attackSound = "missile01",
impactSound = "impact_blunt",
weight = 2.7,
gameEffect = "**CURSED** - In it's shadowtwist form, Twistwood Bow serves as a dangerous weapon... only Master Assassins armed with tainted quarrels dare weild it.",
description = "A cursed bow made from the old trees of the Evershifting Wood... this form appears a little more intricate, requiring extreme dexterity, cunning and a desire to kill quickly and effectively.",
}
defineObject{
name = "twistwood_bow_cursed_poison",
class = "Item",
uiName = "Noxwood Bow",
model = "mod_assets/models/twistwood_bow.fbx",
gfxAtlas = "mod_assets/textures/akroma_icons7.tga",
gfxIndex = 6,
skill = "earth_magic",
requiredLevel = 34,
rangedWeapon = true,
ammo = "arrow",
attackPower = 40,
coolDownTime = 4.2,
attackMethod = "rangedAttack",
attackSound = "poison_bolt_launch",
impactSound = "impact_blunt",
weight = 2.7,
gameEffect = "**CURSED** - In it's Noxwood form, Twistwood Bow can only be fired safely by Master Geomancers armed with venom tipped arrows. Doing otherwise will seed poison into all surrounding it.",
description = "A cursed bow made from the old trees of the Evershifting Wood... this form will charge the projectile with a deadly venom, but requires some magical talent to use.",
}SpoilerShow
Code: Select all
------------------------------------------------------------------- NOXWOOD BOW
function noxwood(champion,weapon)
for i = 7,8 do
local item1 = champion:getItem(i)
if item1 and item1.name == "twistwood_bow_cursed_poison" then
local slot1 = i
if i == 7 then
local item2 = champion:getItem(8)
local s2 = item2:getStackSize()
if item2 and item2.name == "poison_arrow" or item2.name == "poison_quarrel" then
if s2 > 0 then
playSound("poison_bolt_launch")
if champion:getSkillLevel("earth_magic") >= 50 then
if checkPosition() == true then
local dx,dy = getForward(party.facing)
if party.facing == 0 or party.facing == 2 then
for modif = -0.4,0.4,0.1 do
shootProjectile("poison_quarrel", party.level, party.x+modif, party.y, party.facing, 12+(modif*2), 0, 0, 0, 0, 0, 35, party, true, originator)
end
else
for modif = -0.4,0.4,0.1 do
shootProjectile("poison_quarrel", party.level, party.x, party.y+modif, party.facing, 12+(modif*2), 0, 0, 0, 0, 0, 35, party, true, originator)
end
end
party:playScreenEffect("damage_screen_green")
hudPrint("Earth Magic Mastery commands Noxwood Bow to fire waves of arrows!")
return true
end
end
for i = 1,4 do
party:getChampion(i):setCondition("poison", 40)
end
party:playScreenEffect("damage_screen_green")
playSound("death_cloud")
else
playSound("impact_generic")
hudPrint("Noxwood bow will only fire poisonous missiles...")
return false
end
end
else
if i == 8 then
if item2 and item2.name == "poison_arrow" or item2.name == "poison_quarrel" then
if s2 > 0 then
playSound("poison_bolt_launch")
if champion:getSkillLevel("earth_magic") >= 50 then
if checkPosition() == true then
local dx,dy = getForward(party.facing)
if party.facing == 0 or party.facing == 2 then
for modif = -0.4,0.4,0.1 do
shootProjectile("poison_quarrel", party.level, party.x+modif, party.y, party.facing, 12+(modif*2), 0, 0, 0, 0, 0, 35, party, true, originator)
end
else
for modif = -0.4,0.4,0.1 do
shootProjectile("poison_quarrel", party.level, party.x, party.y+modif, party.facing, 12+(modif*2), 0, 0, 0, 0, 0, 35, party, true, originator)
end
end
party:playScreenEffect("damage_screen_green")
hudPrint("Earth Magic Mastery commands Noxwood Bow to fire waves of arrows!")
return true
end
end
for i = 1,4 do
party:getChampion(i):setCondition("poison", 40)
end
party:playScreenEffect("damage_screen_green")
playSound("death_cloud")
else
playSound("impact_generic")
hudPrint("Noxwood bow will only fire poisonous projectiles...")
return false
end
end
end
end
end
end
end
-----------------------------------------------
function shadowtaint(champion,weapon)
local dx,dy = getForward(party.facing)
bow_monster = whichMonster(party.level,party.x+dx,party.y+dy)
if bow_monster ~= "" then
playSound("spellfizzle1")
hudPrint("You need more space to loose the Shadowtwist Bow!!")
return false
end
local originator = champion:getOrdinal()
for i = 7,8 do
local item1 = champion:getItem(i)
if item1 and item1.name == "twistwood_bow_cursed_quarrel" then
local slot1 = i
if i == 7 then
local item2 = champion:getItem(8)
local s2 = item2:getStackSize()
if item2 and item2.name == "tainted_quarrel" then
if s2 > 0 then
playSound("dark_missile")
if champion:getSkillLevel("assassination") >= 50 then
if checkPosition() == true then
local dx,dy = getForward(party.facing)
local originator = champion:getOrdinal()
shootProjectile("dark_missile", party.level, party.x, party.y, party.facing, 14, 0, 0, 0, 0, 0, 200, party, true, originator)
for ent in fix.newEntitiesAt(party.level, party.x, party.y) do
if ent.name == "dark_missile" then
fxScripts.addProjectileEffect(ent, "dark_missile", 15, "dark_missile_hit")
end
end
party:playScreenEffect("damage_screen_black")
hudPrint("Master Assassins deal quick death from the shadows with tainted weaponary...")
playSound("blades_gear")
if s2 >= 2 then
item2:setStackSize(s2 - 1)
else
item2:removeItem(i)
end
return true
end
else
for i = 1,4 do
party:getChampion(i):damage(75, "cold")
end
party:playScreenEffect("damage_screen_black")
hudPrint("Only Master Assassins can safely weild this horrifyingly cursed weapon...")
playSound("necromorph_unrest")
return true
end
end
else
playSound("damage_insectoid_male")
hudPrint("Shadow Taint Bow will only fire tainted projectiles by a true assasin...")
return false
end
end
else
if i == 8 then
local originator = champion:getOrdinal()
local item2 = champion:getItem(8)
local s2 = item2:getStackSize()
if item2 and item2.name == "tainted_quarrel" then
if s2 > 0 then
playSound("dark_missile")
if champion:getSkillLevel("assassination") >= 50 then
if checkPosition() == true then
local dx,dy = getForward(party.facing)
local originator = champion:getOrdinal()
for i = 1,4 do
party:getChampion(i):setCondition("invisibility", 10)
party:getChampion(i):setCondition("haste", 10)
end
party:playScreenEffect("damage_screen_black")
hudPrint("Master Assassins deal quick death from the shadows with tainted weaponary...")
playSound("blades_gear")
if s2 >= 2 then
item2:setStackSize(s2 - 1)
else
item2:removeItem(i)
end
return true
end
else
for i = 1,4 do
party:getChampion(i):damage(75, "cold")
end
party:playScreenEffect("damage_screen_black")
hudPrint("Only Master Assassins can safely weild this horrifyingly cursed weapon...")
playSound("necromorph_unrest")
return true
end
end
else
playSound("damage_insectoid_male")
hudPrint("Shadow Taint Bow will only fire tainted projectiles by a true assasin...")
return false
end
end
end
end
end
Probably in a few days?
Labyrinth of Lies (viewtopic.php?f=14&t=4400)
Legacy of Lies (viewtopic.php?f=22&t=12983&hilit=+legacy)
Legacy of Lies (viewtopic.php?f=22&t=12983&hilit=+legacy)