Help:About DalGurak's combo

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mingyue1371
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Post by mingyue1371 »

OH!!!!!
It works!!!
Yeah!!! Thanks!!!

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prospero
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Post by prospero »

Great.[:D]

One thing when you use animations from another anim set.

You should arrange the code like this:

Code: Select all

anm_name="<font color="yellow">Ork</font id="yellow">_g_spit"
Bladex.LoadSampledAnimation("..\\..\\Anm\\Ldm_g_spit.BMV","Ork_g_spit",0<font color="yellow">,"Ork"</font id="yellow">) 
Bladex.AddAnmRStep(anm_name,0) 
Bladex.AddAnmLStep(anm_name,0) 
Bladex.AddAnmRRelease(anm_name,0.007) 
Bladex.AddAnmRStep(anm_name,0.201) 
Bladex.AddAnmRRelease(anm_name,0.740) 
Bladex.AddAnmRStep(anm_name,0.928)
Note the anm_name should contain the race prefix of the race you intend to use. Only the filepath should point to the animation file.
Also the race name in full - "Ork" in this case, should be added as an extra parameter.
Different anim sets use slightly different ways of setting out the code. Sometimes in the same set. It all works exactly the same, but it something to watch for when adapting it.


As SR says, Little Demon animations only work on Little Demons.

The 'Human' type node structure is shared by

Knight
Amazon
Barbarian
Dwarf
Enano1-2-3-4 (horny guys)
Dal Gurak
Ork and variants
Great Ork
Skeleton
Vampire
All Golems
Chaos Knight
Traitor Knight/Dark Knight/Ragnar
Lich and Zombie Knights

All the others will only use their own animations.


btw. If you post code between code tags (click the # button above), the indentation of the code will be preserved and make it easier to read. [8)]

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mingyue1371
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Post by mingyue1371 »

OK ,thx pro,I had corrected it now!!![:D]
<hr noshade size="1">
[:)][:)]

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mingyue1371
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Post by mingyue1371 »

Hi pro.
I had another prob in moding the dalmace's special combo
I modified the anm_def.py and basic_funs.py and copy your code to them .
anm_def:

Code: Select all

    
    Bladex.AddAnmEvent("Kgt_g_08_new","HitInitialItp",0.138)
    Bladex.AddAnmEvent("Kgt_g_08_new","HitFinalItp",0.500)
    Bladex.AddAnmEvent("Kgt_g_08_new","Start_Weapon",0.235)
    Bladex.AddAnmEvent("Kgt_g_08_new","Stop_Weapon",0.442)

    Bladex.AddAnmEvent("Kgt_g_08_new","FireBoltEvent",0.3600)
basic_fun:

Code: Select all

    
	#_________________________________________#
		# Initialise core                         #
		#_________________________________________#		
		me.AddAnmEventFunc("TakeArrow", Actions.TakeArrowEventHandler)
		me.AddAnmEventFunc("CheckRefireBow", Actions.CheckRefireBowEventHandler)
		me.AddAnmEventFunc("FireBoltEvent", self.FireBolt)
.......


		#_________________________________________#
		# Initialise core                         #
		#_________________________________________#		
		me.AddAnmEventFunc("TakeArrow", Actions.TakeArrowEventHandler)
		me.AddAnmEventFunc("CheckRefireBow", Actions.CheckRefireBowEventHandler)

		me.AddAnmEventFunc("W2hToLeft", Actions.W2hToLeftHandler)
		me.AddAnmEventFunc("W2hToRight", Actions.W2hToRightHandler)
		me.AddAnmEventFunc("FireBoltEvent", self.FireBolt)  

.......
	#####mingyue1371###########################################################
	def CheckWeapons(self,EntityName,EventName):
		CheckWeaponAlpha(EntityName)

	def LaunchMaceBolt (self, EntityName):
		if self.DoingMagic==1:
			return
		me = Bladex.GetEntity(EntityName)
		if IsHoldingMace():
			if me.InCombat:
				en= Bladex.GetEntity(me.ActiveEnemy)
				if en and en.Person:
					distance = B3DLib.GetXZDistance(me.Name, en.Name)
					if distance>5000:
						me.LaunchAnmType("g_08_new")
						Bladex.AddScheduledFunc(Bladex.GetTime()+ 2.0, self.FinishMagic,(EntityName,))
						self.DoingMagic=1
			else:
				pass
				#me.LaunchAnmType("g_mace")
				#Bladex.AddScheduledFunc(Bladex.GetTime()+ 2.0, self.FinishMagic,(EntityName,))
				#self.DoingMagic=1


	def StopLightning (self,EntityName):
		if self.ray1Name:
			ray1= Bladex.GetEntity (self.ray1Name)
			if ray1:
				ray1.Active= 0
				ray1.SubscribeToList("Pin")
			self.ray1Name= None
		if self.ray2Name:
			ray2= Bladex.GetEntity (self.ray2Name)
			if ray2:
				ray2.Active= 0
				ray2.SubscribeToList("Pin")
			self.ray2Name= None
		if self.ray3Name:
			ray3= Bladex.GetEntity (self.ray3Name)
			if ray3:
				ray3.Active= 0
				ray3.SubscribeToList("Pin")
			self.ray3Name= None
			
			
	
		
	def FireBolt (self,EntityName,EventName):
		me = Bladex.GetEntity(EntityName)
		wp=Bladex.GetEntity(me.InvRight)
		if wp:
			if wp.Kind=="Gladius":
					self.FireBolt2(EntityName,wp.Name)
					
					
				
	def FireBolt3 (self,EntityName,Weapon):
		print "No Power"
		me = Bladex.GetEntity(EntityName)
		wp=Bladex.GetEntity(Weapon)
		if not wp:
			return
		x,y,z = wp.GraspPos("Top")
		
		chispas=Bladex.CreateEntity(EntityName+"Chispas", "Entity Particle System D1", x,y,z)
		chispas.Velocity=0.0, 0.0, 0.0
		chispas.ParticleType="Chispas"
		chispas.PPS=1024
		chispas.YGravity=4900.0
		chispas.Friction=0.01
		chispas.RandomVelocity=60.0
		chispas.Time2Live=20
		chispas.DeathTime=Bladex.GetTime()+4.0/60.0
		self.phutsound.Play(x,y,z,0)

		
		
	
	
	
	def FireBolt2 (self,EntityName,Weapon):
		print "Shoot Bolt"
		me = Bladex.GetEntity(EntityName)
		lvl=me.Level+1
		if lvl <=5:
			dx=5
		else:
			dx=lvl
		damagefactor=dx*10
		poisonfactor=lvl*2
		wp=Bladex.GetEntity(Weapon)
		if not wp:
			return
		x,y,z = wp.GraspPos("Top")
		if me.InCombat:
			en=Bladex.GetEntity(me.ActiveEnemy)
			if en and en.Person:
				tx1,ty1,tz1= en.Position
				tx2,ty2,tz2= en.Position
				tx3,ty3,tz3= en.Position
			else:
				tx1,ty1,tz1=me.Rel2AbsPoint(-2000,-16000,1000)
				tx2,ty2,tz2=me.Rel2AbsPoint(0,-16000,1000)
				tx3,ty3,tz3=me.Rel2AbsPoint(2000,-16000,1000)
		else:
			tx1,ty1,tz1=me.Rel2AbsPoint(-2000,-16000,0)
			tx2,ty2,tz2=me.Rel2AbsPoint(0,-16000,0)
			tx3,ty3,tz3=me.Rel2AbsPoint(2000,-16000,0)
		ray1= Bladex.CreateEntity(self.Name+"_Bolt1_", "Entity ElectricBolt", x,y,z)
		ray1.MaxAmplitude=500.0
		ray1.CoreGlowColor=50.0, 200.0, 50.0
		ray1.InnerGlowColor=10.0, 100.0, 10.0
		ray1.OuterGlowColor=0.0, 0.0, 0.0
		ray1.Position= x,y,z	
		ray1.Target= tx1,ty1,tz1
		ray1.Active= 1
		Reference.EntitiesObjectData[ray1.Name]=[Reference.OBJ_WEAPON, damagefactor, 0,1.0,  Reference.THR_STRAIGHT, Reference.W_FLAG_1H, ["Electric", + damagefactor]]
		ray2= Bladex.CreateEntity(self.Name+"_Bolt2_", "Entity ElectricBolt", x,y,z)
		ray2.MaxAmplitude=500.0
		ray2.CoreGlowColor=50.0, 200.0, 50.0
		ray2.InnerGlowColor=10.0, 100.0, 10.0
		ray2.OuterGlowColor=0.0, 0.0, 0.0
		ray2.Position= x,y,z	
		ray2.Target= tx2,ty2,tz2
		ray2.Active= 1
		Reference.EntitiesObjectData[ray2.Name]=[Reference.OBJ_WEAPON, damagefactor, 0,1.0,  Reference.THR_STRAIGHT, Reference.W_FLAG_1H, ["Venom",+ poisonfactor]]
		ray3= Bladex.CreateEntity(self.Name+"_Bolt3_", "Entity ElectricBolt", x,y,z)
		ray3.MaxAmplitude=500.0
		ray3.CoreGlowColor=50.0, 200.0, 50.0
		ray3.InnerGlowColor=10.0, 100.0, 10.0
		ray3.OuterGlowColor=0.0, 0.0, 0.0
		ray3.Position= x,y,z	
		ray3.Target= tx3,ty3,tz3
		ray3.Active= 1
		Reference.EntitiesObjectData[ray3.Name]=[Reference.OBJ_WEAPON, damagefactor, 0,1.0,  Reference.THR_STRAIGHT, Reference.W_FLAG_1H, ["Light", + damagefactor]]
		self.ray1Name= ray1.Name
		self.ray2Name= ray2.Name
		self.ray3Name= ray3.Name

		Bladex.AddScheduledFunc(Bladex.GetTime()+0.5,self.StopLightning,(EntityName,))		
		self.firesound.Play(x,y,z,0)
			
			
	##############################

but when I go into the game ,It came a message :
Shoot Bolt
Anchor Top for object WeaponInvPrb1 not found.
Traceback (innermost last):
File "..\..\Lib\Basic_Funcs.py", line 597, in FireBolt
self.FireBolt2(EntityName,wp.Name)
File "..\..\Lib\Basic_Funcs.py", line 638, in FireBolt2
x,y,z = wp.GraspPos("Top")
TypeError: unpack non-sequence
Tuple with 2 args
Item 0 is: Player1
Item 1 is: FireBoltEvent
Function (method): <method PlayerPerson.FireBolt of PlayerPerson instance at fb72de4>

Dont know why.

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prospero
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Post by prospero »

Are you using the Dal Mace weapon? The code won't work with any other weapon. I built in an extra anchor point - "Top".

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mingyue1371
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Post by mingyue1371 »

Yeah£¡£¡£¡£¡£¡Thanks Pro£¡£¡£¡[^][^][^]
I did it .[:D]I changed my weapon to DalMace and everything goes well![8D][8D][8D]

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Post by mingyue1371 »

Hi pro,I had a problem in loading DalsRevengeII,In the mid-loading there was a girl said that I had not installed v1.1.
Where can I d/l it?

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mingyue1371
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Post by mingyue1371 »

Hi pro ,I had installed DalsRevenge v1.2,But a new prob appeared that something was wrong about female warriors and female archors,Then the game crash to desktop .
That was the pic:
Image
What should I do?

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prospero
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Post by prospero »

Haveyou got the WizardsDomain map installed?

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mingyue1371
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Post by mingyue1371 »

Thx for the replies Pro,Yes,I had installed all the reletive mods it needed,such as wizard WizardsDomain, Ally system,DalsRevenge1.2,Talk system.

I saw in the console it said that the female archers and female warriors "<font color="red">had no weapons</font id="red">"[<font color="green">Just as you see in the pic above</font id="green">][:0][:0][:0] when loading in the end.

So I thought there must be Some problems with Enemigos.py in DalsRevengeII, I had spend much time and tried many methods to solve this problem,Including re-install my game , install other mods like Prosperoarena1 and Prosperoarena3[;)], but failed at last[:(].

I had read the readme.txt in the mod,which said DalsRevenge V1.1 is needed,was it the major reason that caused fail?[xx(]

Since I had installed DalsRevenge V1.2, and there was nothing wrong in the middle progress of the loading untill in the end of loading.
What was the matter ?[:0][:0][:0][/size=3]

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prospero
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Post by prospero »

Hard to say. DVII isn't really fully tested, but I thought I would release it so people could play about with it and find any bugs. You seem to have found one. Having v1.2 of DVI shouldn't affect anything, but I'll check it out if I can remember how the thing is supposed to work.

Did you like the girl in the little house btw? So much better than an error message. [:D]

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mingyue1371
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Post by mingyue1371 »

Yeeeeeeeeeeeeeeees ,very good!!![:D]Sexy babes!!![:D][:D][:D]Much better than error message![8D]
Image
I had seen the sexy girl when I forgot to install the ally mod ,She gave me a hint which helped me find the missed thing.[:)]
-*------------------------------------------------------------
But Now I had installed all needed mod.And the game always CRASH at the end of progress bar.In the console I can see the error message that the female archers and female warriors "had no weapons". I found the game could run normally if I remove the code for female archers and warriors .So I concluded that there must be something wrong about their code.I checked for a long time ,nothing errors can be found in this block of code.
<hr noshade size="1">
So can u check out this block of code about female archers and warriors and solve the conflict?
Many thanks!

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prospero
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Post by prospero »

The "has no weapons" message is one I put in. It doesn't mean anything bad necessarily. I put lots of debug messages in the code while building. It's a way of keeping track of what is going on in the code while the game is in progress.

In this case there is some code in the female warrior class that sets the correct combat table according to what type of weapon they hold.

I can't think what might be causing the crash. I'll have look when I get a chance.

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Post by mingyue1371 »

Thx pro![:D]
But I want know whether it crashed in your PC?
Or only appereared in a little chance?[:0]

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Post by MBK_MBK »

Hello Mingyue!

[:o] Woohoo! how cool the picture, have you set up a babe´s party? Just missing the pool, the drink and the music! [:p]

It´s a joke friend. [:D]

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