Weapon break (?)

Crimsondeath

Active member
Hi to everyone, I add some weapons which break after they hit a certain number of enemies (or obstacles). I used the "followanim" command and "shootnum" with some "invisibles bullets" like this:

Rod item:
Code:
name    Palo
type     item
subtype  weapon
counter  3
shadow    2
weapnum  8
shootnum 4 (4 hits to enemies or obstacles)
typeshot 1
falldie 1

icon    data/chars/item/rod/icon.gif

palette data/chars/item/rod/idle1a.gif

Rod weapon (wielding):
Code:
name Isolda8 (Isolda using the "Palo" weapon)
type    none
shadow  5
weaploss 1 8
weapnum 8
atchain    1
jugglepoints 15
knockdowncount 15
thold   0
jumpheight 3.3
holdblock 1
blockpain 1
bounce 1
noquake 1

...


anim    attack1
    loop    0
    delay    7
    bbox    86 46 20 95
    offset    93 142
    followcond    1 (If hits enemy or obstacle goes to "follow20" where shoots the invisible bullet to low the shootnum counter)
    followanim    20
    frame    data/chars/isolda/isolda8/attack1a.gif
    sound    data/sounds/puncha.wav
    frame    data/chars/isolda/isolda8/attack1b.gif
    jugglecost    15
    OTG    0
    attack    115 25 90 65 15 16 1 0 15 0
    frame    data/chars/isolda/isolda8/attack1c.gif
    delay    4
    attack    0 0 0 0
    frame    data/chars/isolda/isolda8/attack1c.gif
    delay    14
    frame    data/chars/isolda/isolda8/attack1c.gif
        
...
        
anim    follow20
    loop    0
    delay    4
    bbox    86 46 20 85
    offset    93 142
    custknife    nada (The "invisible bullet" xd)
    throwframe    1 999
    frame    data/chars/isolda/isolda8/attack1c.gif
    delay    28
    frame    data/chars/isolda/isolda8/attack1c.gif


My question is: if it's possible that weapons have an animation of being drop broken when the "shootnum" reach "0"? Instead of just being dropped and disappear like in this gif?

d7V0VRB.gif


Thanks
 
I would change how you use weapon model for this, instead of using default weaploss , you use weaploss 3 and script weapon durability mechanics yourself. The weapon wielder will do the calculation for durability and when the weapon breaks, the wielder will spawn the broken weapon and revert to main model OR spawn weapon pieces and change to wielding broken weapon model (know what I mean? ;)).
This would require changing how all weapons are coded though. But it could give another benefit.
 
I would change how you use weapon model for this, instead of using default weaploss , you use weaploss 3 and script weapon durability mechanics yourself. The weapon wielder will do the calculation for durability and when the weapon breaks, the wielder will spawn the broken weapon and revert to main model OR spawn weapon pieces and change to wielding broken weapon model (know what I mean? ;)).
This would require changing how all weapons are coded though. But it could give another benefit.
Thank you. Bloodbane I thought a better weapon system for my game, but I'll probably try this one for another project, thanks again :D .
 
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