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Re: Assign attacks

Posted: Fri Jan 11, 2013 12:23 am
by MBK_MBK
Te e enviado los archivos MBK! Comprobaré el código que as posteado! Gracias! :D :wink:
¿Qué parte concreta del código quieres que mire?

Ah vale, ya leí tu correo y el archivo Leeme.txt :)

Para poder probar tu mod, tengo que hacer otra instalación nueva de Blade... en fin.
Cuando tenga tiempo me pongo a ello. :wink:

Nos vemos! :mrgreen:

Re: Assign attacks

Posted: Fri Jan 11, 2013 9:59 am
by IrateGiant
Muchas gracias MBK! :mrgreen:

EDIT/

He conseguido correjirlo MBK!! :mrgreen:

Este es el código:

Code: Select all

#---------RAGNAR----------------------- elif PlayerName == "Ragnar": if os.path.exists ("../../Config/Ragnar.cfg"): char=Bladex.CreateEntity("Player1","Ragnar",-87966.6,87.7,9894.2, "Person") char.Level=13 char.Data=PlayerTypes.Orc(char) rsw=Bladex.CreateEntity("RHandWP","Martillo",0,0,0,"Weapon") lsw=Bladex.CreateEntity("LHandWP","Escudo7",0,0,0,"Weapon") Sparks.MakeShield(lsw.Name) char.Angle=4.2 char.Data.ResetSounds("Player1") char.SendTriggerSectorMsgs=1 char.SetOnFloor() inv=char.GetInventory() o=Bladex.CreateEntity("LHandWP","Escudo1",0,0,0) ItemTypes.ItemDefaultFuncs(o) Sparks.MakeShield("LHandWP") #inv.AddShield("LHandWP") inv.LinkLeftHand("LHandWP") o=Bladex.CreateEntity("RHandWP","Espadaromana",0,0,0,"Weapon") ItemTypes.ItemDefaultFuncs(o) #inv.AddWeapon("RHandWP") inv.LinkRightHand("RHandWP")
Lo que no soy capaz de lograr, es mostrar los ataques mágicos y los sonidos propios de los personajes . :(

Saludos!!

Re: Assign attacks

Posted: Wed Jan 16, 2013 10:00 pm
by Guest
¡Estupendo Irate! :)

Sobre asignar sonidos a las animaciones de los personajes, están en:
.../Scripts/
Por ejemplo, para la amazona: AniSoundAmz.py y AniSoundAmzX.py.

También están asignados en:
.../Lib/ BasicFuncs.py

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def ResetSounds(self, EntityName): me=Bladex.GetEntity(EntityName) kind=me.Kind[:len(me.Kind)-2] if kind=="Barbarian": AniSound.AsignarSonidosBarbaro(EntityName) elif kind=="Knight": AniSound.AsignarSonidosCaballero(EntityName) elif kind=="Dwarf": AniSound.AsignarSonidosEnano(EntityName) elif kind=="Amazon": AniSound.AsignarSonidosAmazona(EntityName)

También están asignados en:
.../Scripts/ ClientInit.py

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# # Sonidos de los clientes # def ClientSoundAsignation(name,kind): print "tratando de asignar los sonidos a "+name+" de raza "+kind ent = Bladex.GetEntity(name) if kind == "Knight_N": AniSound.AsignarSonidosCaballero(name) elif kind == "Amazon_N": AniSound.AsignarSonidosAmazona(name) elif kind == "Barbarian_N": AniSound.AsignarSonidosBarbaro(name) elif kind == "Dwarf_N": AniSound.AsignarSonidosEnano(name) else: print "Sonidos para "+kind+"no implementado" netgame.SetJoinPlayerFunc(ClientSoundAsignation) print "Sonidos listos"

Tal ve me deje otro archivo más...

___________________________________________

Sobre mostrar ataques mágicos, Mingyue y Prospero lo han conseguido. O sea, han conseguido asignar ataques mágicos o proyectiles a los hérores; pregúntales.

¡Saludos compi! ;)

Re: Assign attacks

Posted: Wed Jan 16, 2013 10:09 pm
by MBK_MBK
Ups, sorry for the last post. It was me, by an error could not connect to my account, but now all is well. :)

Re: Assign attacks

Posted: Mon Jan 27, 2014 5:32 pm
by IrateGiant
Hi again friends! :D I´m back to continue with my mods and my doubts... :oops:

I managed to achieve a significant progress in the mod, but an error occurred that prevents me from continuing:

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[color=#008000][/color]Traceback (innermost last): File "Cfg.py", line 37, in ? execfile("../../Scripts/BladeInit.py") File "../../Scripts/BladeInit.py", line 93, in ? import Scorer File "..\..\Lib\Scorer.py", line 213, in ? wObjectsFrame=ScorerWidgets.B_ObjectsFrame(wFrame,"ObjectsFrame",125,65,char) File "../../Lib/Widgets\ScorerWidgets.py", line 498, in __init__ self.SetChar(char) File "../../Lib/Widgets\ScorerWidgets.py", line 619, in SetChar self.inv=char.GetInventory() AttributeError: 'None' object has no attribute 'GetInventory' B_App::RunScriptFile() -> Error ejecutando Cfg.py Start optimizing Astar...B_App::LoadWorld() -> Error trying to load PP. OK! [color=#008000][/color]
That code apears on console and that is my "pj.py" file:

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[color=#008000][/color]import Bladex import AniSound import Actions import ItemTypes import Reference import Sparks import Basic_Funcs import Ragnar_NData import Ragnar_NTypes import ChaosKnight_NData import ChaosKnight_NTypes import Minotaur_NData import Minotaur_NTypes import Little_Demon_NData import Little_Demon_NTypes import DalGurak_NData import DalGurak_NTypes import os store_char = open("../BeastMap/mapdata.txt",'r') PlayerName=store_char.read() if store_char: store_char.close() if PlayerName == "Ragnar_N": char=Bladex.CreateEntity("Player1","Ragnar_N",0,0,0, "Person") char.Position=0, -1118, 0 char.Data=Ragnar_NTypes.Ragnar(char) char.Angle=0.0 char.Level=3 inv=char.GetInventory() o=Bladex.CreateEntity("EscudoInvPrb2","Escudo1",0,0,0,"Weapon") Actions.TakeObject(char.Name,o.Name) ItemTypes.ItemDefaultFuncs (o) o=Bladex.CreateEntity("WeaponInvPrb1","Espadaromana",0,0,0,"Weapon") Actions.TakeObject(char.Name,o.Name) ItemTypes.ItemDefaultFuncs (o) elif PlayerName == "ChaosKnight_N": char=Bladex.CreateEntity("Player1","ChaosKnight_N",0,0,0, "Person") char.Position=0, -1118, 0 char.Data=ChaosKnight_NTypes.ChaosKnight(char) char.Angle=0.0 char.Level=3 inv=char.GetInventory() o=Bladex.CreateEntity("EscudoInvPrb2","Escudon",0,0,0,"Weapon") Actions.TakeObject(char.Name,o.Name) ItemTypes.ItemDefaultFuncs (o) o=Bladex.CreateEntity("WeaponInvPrb1","Espadon",0,0,0,"Weapon") Actions.TakeObject(char.Name,o.Name) ItemTypes.ItemDefaultFuncs (o) elif PlayerName == "Minotaur_N": char=Bladex.CreateEntity("Player1","Minotaur_N",0,0,0, "Person") char.Position=0, -1118, 0 char.Data=Minotaur_NTypes.Minotaur(char) char.Angle=0.0 char.Level=3 inv=char.GetInventory() o=Bladex.CreateEntity("WeaponInvPrb1","Hachacarnicero",0,0,0,"Weapon") Actions.TakeObject(char.Name,o.Name) ItemTypes.ItemDefaultFuncs (o) elif PlayerName == "Little_Demon_N": char=Bladex.CreateEntity("Player1","Little_Demon_N",0,0,0, "Person") char.Position=0, -1118, 0 char.Data=Little_Demon_NTypes.Little_Demon(char) char.Angle=0.0 char.Level=3 elif PlayerName == "DalGurak_N": char=Bladex.CreateEntity("Player1","DalGurak_N",0,0,0, "Person") char.Position=0, -1118, 0 char.Data=DalGurak_NTypes.DalGurak(char) char.Angle=0.0 char.Level=3 inv=char.GetInventory() o=Bladex.CreateEntity("EscudoInvPrb2","DalShield",0,0,0,"Weapon") Actions.TakeObject(char.Name,o.Name) ItemTypes.ItemDefaultFuncs (o) o=Bladex.CreateEntity("WeaponInvPrb1","DalWeapon",0,0,0,"Weapon") Actions.TakeObject(char.Name,o.Name) ItemTypes.ItemDefaultFuncs (o) [color=#008000][/color]
Anyone see the problem?

Re: Assign attacks

Posted: Tue Jan 28, 2014 8:46 pm
by prospero
Put an else clause at the end.

Code: Select all

else: print "no player created"
It won't cure it but it will establish that the Player has been created.

Re: Assign attacks

Posted: Tue Jan 28, 2014 11:46 pm
by IrateGiant
Same error Pro... Is it possible that the problem comes from another file?

I can´t find any solution :(

Re: Assign attacks

Posted: Wed Jan 29, 2014 9:50 pm
by prospero
Seems that the Player is not being created.

Try this way....

Write the mapdata file as with a .cfg extension.

Place it in the MainFolder/Config folder.

To read it....

Code: Select all

PlayerName = "Ragnar_N" # pre-declare the var as a failsafe try: execfile("../../Config/mapdata.cfg") except: pass
Check the saved mapdata.cfg to make sure the correct code is written.

PlayerName = "Ragnar_N" # or whatever

Re: Assign attacks

Posted: Mon Feb 03, 2014 5:50 pm
by IrateGiant
Sorry Pro, but nothing, the same message appear. I'm trying to edit the "pj.py" to fix the problem, but without success.

I don´t know the cause of the error. :|

Re: Assign attacks

Posted: Tue Feb 04, 2014 1:14 am
by prospero
It's probably not the pj.py but something it is referencing. This sort if bug is hard to pin down.