Assign attacks
- IrateGiant
- Dragon
- Posts: 328
- Joined: Fri Jan 08, 2010 12:35 pm
- Location: Spain
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Assign attacks
Hi guys! I'm trying to add a attack sequence to a character. I edit the file "...Combos.py" in [Scripts\Combos] folder.
#########################
# GRUPOS DE GOLPES SELECTIVOS #
#########################
#GM1 group
chk.AddAttack("G01","chk_g_01")
chk.AttackTypeFlag("GM1",ATK_UNIQUE)
chk.AddLevels("chk_g_01",0,0)
#################
# GOLPES SELECTIVOS #
#################
#GM1
chk.AllowAttack("G01","A+F","","GM,GM","","1H")
chk.AllowAttack("G01","&A+F","","GM,GM","","1H")
But I dont see any change [xx(]
What files I need to modify to see this changes in game?
Greetings!
#########################
# GRUPOS DE GOLPES SELECTIVOS #
#########################
#GM1 group
chk.AddAttack("G01","chk_g_01")
chk.AttackTypeFlag("GM1",ATK_UNIQUE)
chk.AddLevels("chk_g_01",0,0)
#################
# GOLPES SELECTIVOS #
#################
#GM1
chk.AllowAttack("G01","A+F","","GM,GM","","1H")
chk.AllowAttack("G01","&A+F","","GM,GM","","1H")
But I dont see any change [xx(]
What files I need to modify to see this changes in game?
Greetings!
- IrateGiant
- Dragon
- Posts: 328
- Joined: Fri Jan 08, 2010 12:35 pm
- Location: Spain
- Contact:
- IrateGiant
- Dragon
- Posts: 328
- Joined: Fri Jan 08, 2010 12:35 pm
- Location: Spain
- Contact:
- IrateGiant
- Dragon
- Posts: 328
- Joined: Fri Jan 08, 2010 12:35 pm
- Location: Spain
- Contact:
Hi IG [:D]
Perfectly possible to make the CK playable, but you need to do a lot of work. NPCs generally lack the animations that the Player chars have. Jump/Take/Use stuff mainly. If you simply create "Player1" as a Chaos Knight, he will work and you can walk around. But try to 'use' something or lock a door, etc and the game will crash.
You can add the missing animations with code but it's a messy job. And there are quite few that have to be added. If I were doing it I would clone the CK model and create a completely new race. Then all the data is seperate from the original and you can customise the code without risk of screwing up the original NPC version.
Perfectly possible to make the CK playable, but you need to do a lot of work. NPCs generally lack the animations that the Player chars have. Jump/Take/Use stuff mainly. If you simply create "Player1" as a Chaos Knight, he will work and you can walk around. But try to 'use' something or lock a door, etc and the game will crash.
You can add the missing animations with code but it's a messy job. And there are quite few that have to be added. If I were doing it I would clone the CK model and create a completely new race. Then all the data is seperate from the original and you can customise the code without risk of screwing up the original NPC version.
- mingyue1371
- Dragon
- Posts: 206
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- Location: China
- Contact:
http://www.youtube.com/watch?v=Xn3h8QMbwdI
Files:
http://www.mediafire.com/?o94elynnvb7is3s
I changed just 3 files:
Scripts/Combos/ChkCombos.py to make the attacks usable
Maps/Barb_M1/pj.py to replace Tukaram with ChaosKnight in Kashgar
Maps/Barb_M1/barb.lvl to load the textures
Files:
http://www.mediafire.com/?o94elynnvb7is3s
I changed just 3 files:
Scripts/Combos/ChkCombos.py to make the attacks usable
Maps/Barb_M1/pj.py to replace Tukaram with ChaosKnight in Kashgar
Maps/Barb_M1/barb.lvl to load the textures
- IrateGiant
- Dragon
- Posts: 328
- Joined: Fri Jan 08, 2010 12:35 pm
- Location: Spain
- Contact:
Many thanks pro, mingyue and Tomash! [:D]
Now, I can continue testing this with the correct files!
Tomash: I don´t want play ChK in maingame, I don´t have problem with passages in main game. I test this for a mod. [;)]
pro: I think that your cloned method is more easy but before I need to know what files I need to modify. [:D]
Thanks again! Greetings!
Now, I can continue testing this with the correct files!
Tomash: I don´t want play ChK in maingame, I don´t have problem with passages in main game. I test this for a mod. [;)]
pro: I think that your cloned method is more easy but before I need to know what files I need to modify. [:D]
Thanks again! Greetings!
look in any of my mods that have new characters for folders with *******Stuff. [:D] All the files within relate to an individual new character. The basic set is:
***Data.py - master file to initiate the new race.
***AnimationSet.py - loads the animations.
***BAct.py - sets the Biped actions
***Anm_def.py - Assigns the animation events
***AnmFact***.py - sets the animation timing
***Combos.py - attacks
***Stats.py - tables for life points/resistances and combo damages
Any file specific to the character, put in this folder. I usually start by copying an animation set as near to the new char as possible and then copy/paste/edit animations from others. It's quite complicated so you need to do this gradually or you can get totally cnfused. But having all the files in one folder helps and there is no way it can effect the main game.
I had an idea for a CK map once. You had to guard a doorway a constant stream of dwarfs tried to get past you. Some would attack while others just ran around you. You would have to stop as many as possible. [:D]
***Data.py - master file to initiate the new race.
***AnimationSet.py - loads the animations.
***BAct.py - sets the Biped actions
***Anm_def.py - Assigns the animation events
***AnmFact***.py - sets the animation timing
***Combos.py - attacks
***Stats.py - tables for life points/resistances and combo damages
Any file specific to the character, put in this folder. I usually start by copying an animation set as near to the new char as possible and then copy/paste/edit animations from others. It's quite complicated so you need to do this gradually or you can get totally cnfused. But having all the files in one folder helps and there is no way it can effect the main game.
I had an idea for a CK map once. You had to guard a doorway a constant stream of dwarfs tried to get past you. Some would attack while others just ran around you. You would have to stop as many as possible. [:D]