Dajmy na to : "
Skrypt uderzania tarczą by Mirathei
Dzięki temu skryptowi możemy uderzać tarczą przeciwników. Nie zadaje ona wielkich obrażeń, lecz może ona ogłuszyć lub powalić na ziemię przeciwnika. Aby wykonać uderzenie tarczą, po prostu osłoń się tarczą lewym przyciskiem myszy, a za chwilę zaatakuj prawym przyciskiem myszy.
1. Wklej poniższy kod w module_scripts.py, na koniec pliku (lecz przed znakiem "]"!):
(click to show/hide)
("cf_agent_shield_bash",
[(store_script_param, ":agent",1),
(agent_get_position,pos1,":agent"),
(agent_set_animation, ":agent", "anim_release_bash"),
(agent_play_sound,":agent","snd_man_grunt"),
(assign,":victim",-1),
(try_for_agents,":possible_victim"),
(agent_is_alive,":possible_victim"),
(agent_is_human,":possible_victim"),
(neq,":possible_victim",":agent"),
(agent_get_class ,":class", ":possible_victim"),
(neq,":class",grc_cavalry),
(agent_get_position,pos2,":possible_victim"),
(get_distance_between_positions,":dist",pos1,pos2),
(lt,":dist",150),
(neg|position_is_behind_position,pos2,pos1),
(assign,":victim",":possible_victim"),
(end_try),
(gt,":victim",-1),
(store_random_in_range,":rand",0,2),
(store_agent_hit_points,":hp",":victim",1),
(val_sub,":hp",":rand"),
(store_random_in_range,":hit_reaction",1,101),
(store_skill_level,":a_shield",skl_shield,":victim"),
(store_skill_level,":v_shield",skl_shield,":agent"),
(try_begin),
(gt,":hp",0),
(agent_set_hit_points,":victim",":hp",1),
(agent_play_sound,":agent","snd_shield_hit_wood_wood"),
(agent_play_sound,":victim","snd_blunt_hit"),
(try_begin),
(gt,":a_shield", ":v_shield"),
(try_begin),
(is_between,":hit_reaction",0,10),
(agent_set_animation, ":victim", "anim_bash_unsuccessful"),
(else_try),
(is_between,":hit_reaction",11,20),
(agent_set_animation, ":victim", "anim_bash_crouch"),
(else_try),
(is_between,":hit_reaction",21,30),
(agent_set_animation, ":victim", "anim_bash_mini_stun"),
(else_try),
(is_between,":hit_reaction",21,79),
(agent_set_animation, ":victim", "anim_bash_stun"),
(else_try),
(is_between,":hit_reaction",80,100),
(agent_set_animation, ":victim", "anim_bash_knocked"),
(end_try),
(else_try),
(lt,":a_shield", ":v_shield"),
(try_begin),
(is_between,":hit_reaction",0,20),
(agent_set_animation, ":victim", "anim_bash_unsuccessful"),
(else_try),
(is_between,":hit_reaction",21,42),
(agent_set_animation, ":victim", "anim_bash_crouch"),
(else_try),
(is_between,":hit_reaction",43,65),
(agent_set_animation, ":victim", "anim_bash_mini_stun"),
(else_try),
(is_between,":hit_reaction",66,92),
(agent_set_animation, ":victim", "anim_bash_stun"),
(else_try),
(is_between,":hit_reaction",93,100),
(agent_set_animation, ":victim", "anim_bash_knocked"),
(end_try),
(else_try),
(eq,":a_shield", ":v_shield"),
(try_begin),
(is_between,":hit_reaction",0,16),
(agent_set_animation, ":victim", "anim_bash_unsuccessful"),
(else_try),
(is_between,":hit_reaction",17,33),
(agent_set_animation, ":victim", "anim_bash_crouch"),
(else_try),
(is_between,":hit_reaction",34,50),
(agent_set_animation, ":victim", "anim_bash_mini_stun"),
(else_try),
(is_between,":hit_reaction",51,89),
(agent_set_animation, ":victim", "anim_bash_stun"),
(else_try),
(is_between,":hit_reaction",90,100),
(agent_set_animation, ":victim", "anim_bash_knocked"),
(end_try),
(end_try),
(else_try),
(agent_play_sound,":agent","snd_shield_hit_wood_wood"),
(agent_play_sound,":victim","snd_blunt_hit"),
(agent_deliver_damage_to_agent,":agent",":victim"),
(end_try),
]),
2. Wklej poniższy kod do mission_templates.py, do dowolnej "misji" w sekcji triggerów (wyszukaj "AI Tiggers").
(click to show/hide)
(ti_before_mission_start, 0, 0, [], [(assign,"$bash_readiness",0)]),
(0.1, 0, 0, [], [(val_add,"$bash_readiness",1),]),
(0, 0, 0, [(game_key_is_down, gk_defend),(game_key_clicked, gk_attack),],
[(assign,":continue",0),
(get_player_agent_no,":player"),
(agent_is_alive,":player"),
(try_for_range,":shield","itm_wooden_shield","itm_heraldic_mail_with_surcoat"),
(agent_has_item_equipped,":player",":shield"),
(assign,":continue",1),
(end_try),
(eq,":continue",1),
(agent_get_horse,":horse",":player"),
(neg|gt,":horse",0),
(ge,"$bash_readiness",10),
(assign,"$bash_readiness",0),
(call_script,"script_cf_agent_shield_bash",":player"),
]),
(1.0, 0, 0, [],
[(get_player_agent_no,":player"),
(try_for_agents,":agent"),
(agent_is_alive,":agent"),
(agent_is_human,":agent"),
(neq,":agent",":player"),
(agent_get_class ,":class", ":agent"),
(neq,":class",grc_cavalry),
(assign,":continue",0),
(try_for_range,":shield","itm_wooden_shield","itm_heraldic_mail_with_surcoat"),
(agent_has_item_equipped,":agent",":shield"),
(assign,":continue",1),
(end_try),
(eq,":continue",1),
(assign,":chances",0),
(agent_get_team,":team",":agent"),
(agent_get_position,pos1,":agent"),
(try_for_agents,":other"),
(agent_is_alive,":other"),
(agent_is_human,":other"),
(agent_get_class ,":class", ":other"),
(neq,":class",grc_cavalry),
(agent_get_team,":otherteam",":other"),
(neq,":team",":otherteam"),
(agent_get_position,pos2,":other"),
(get_distance_between_positions,":dist",pos1,pos2),
(neg|position_is_behind_position,pos2,pos1),
(lt,":dist",200),
(val_add,":chances",1),
(end_try),
(store_agent_hit_points,":health",":agent",0),
(val_mul,":health",-1),
(val_add,":health",100),
(val_div,":health",10),
(val_mul,":chances",":health"),
(store_random_in_range,":rand",1,25),
(lt,":rand",":chances"),
(call_script,"script_cf_agent_shield_bash",":agent"),
(end_try),]),
3. Wklej kod do module_animations_py. Zastąp ten kod:
(click to show/hide)
["unused_human_anim_1", 0, [1.0, "anim_human", 0, 1, 0]],
["unused_human_anim_2", 0, [1.0, "anim_human", 0, 1, 0]],
["unused_human_anim_3", 0, [1.0, "anim_human", 0, 1, 0]],
["unused_human_anim_4", 0, [1.0, "anim_human", 0, 1, 0]],
["unused_human_anim_5", 0, [1.0, "anim_human", 0, 1, 0]],
["unused_human_anim_6", 0, [1.0, "anim_human", 0, 1, 0]],
Tym:
(click to show/hide)
# strike_fall_back_rise_after_bashed
["bash_knocked", acf_enforce_all|acf_align_with_ground,
[2.0, "anim_human", blow+5400, blow+5453, arf_blend_in_2],
],
# strike_chest_front_stop
["bash_stun", acf_enforce_all,
[1.5, "anim_human", blow+5000, blow+5010, arf_blend_in_3],
],
# strike_chest_front_stop
["bash_mini_stun", acf_enforce_all,
[0.6, "anim_human", blow+5000, blow+5010, arf_blend_in_3],
],
# anim jump end
["bash_crouch", acf_enforce_all|acf_enforce_lowerbody,
[0.5, "anim_human", 280, 290, arf_blend_in_3],
],
# strike_head_front_left
["bash_unsuccessful", acf_enforce_all,
[0.55, "anim_human", blow+0, blow+10, arf_blend_in_3],
],
["release_bash", acf_enforce_all|acf_right_cut|acf_parallels_for_look_slope,
[0.62, "anim_human", combat+5710, combat+5740, blend_in_release],
],
W zasadzie to wszystko. Skompiluj module system i odpal grę. W misji, którą wybrałeś powinieneś uzyskać efekt uderzania tarczą (oczywiście jeśli masz tarczę!)."
Szukasz podane pliki(w MS), bierzesz prawym przyciskiem "Edit with Idle" wpisujesz w nich wszystko wg. instrukcji powyżej i kompilujesz(naciskasz bulid_module).
Pozdrawiam, mam nadzieję, że pomogłem.