I made this thread to list various prototype systems\concepts I've implemented but probably will not make a full use out of due to time\resource constraints.
1. Weapon Animations
http://www.youtube.com/watch?v=umqHcSttr_A
This was actually hilariously easy to do once I figured out the syntax for the image command. Basically, for the weapon of your choice (I chose the pickaxe for... specific reasons, to be revealed later in this thread probably) you add this:
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on:attack1 { 		timer "self",1,1,"weaponanim"; 	} 	on:weaponanim { 		$loop++; 		timer "self",100,1,"weaponanim"; 		image 19, "gfx/mm/tools/frame01.bmp",300,0,1; 		if ($loop==1){ 			image 19, "gfx/mm/tools/frame02.bmp",300,0,1; 		}elseif ($loop==2){ 			image 19, "gfx/mm/tools/frame03.bmp",300,0,1; 		}elseif ($loop==3){ 			image 19, "gfx/mm/tools/frame04.bmp",300,0,1; 		}elseif ($loop==4){ 			image 19, "gfx/mm/tools/frame03.bmp",300,0,1; 		}elseif ($loop==5){ 			image 19, "gfx/mm/tools/frame02.bmp",300,0,1; 		}elseif ($loop==6){ 			image 19, "gfx/mm/tools/frame01.bmp",300,0,1; 			freetimers "self"; 			timer "self",1,1,"weaponanim"; 		}elseif ($loop==7){ 			image 19, "gfx/mm/tools/transp.bmp",300,0,1; 			freetimers "self"; 			$loop=0; 		} 	}
I can't seem to figure out if there is an "OR" command in S2script, if there is then you could trim this script down considerably. But, more interestingly is if you implement a local random variable then bridge off into some if\elseif\else based on the result, you can have however many different weapon strikes\animations as you want, and one will be chosen randomly.
If you don't want to clutter up your item .inf files you could always use extendscript to hide the "animation" part in a separate file. And if you want the animation to fit the screen throughout different resolutions you'll have to use getsetting.
Making the frames is the hardest part by far. I did a really bad job on my concept frames, but then again I made them all using a single pic.
A few prototypes I'm currently working on and will add to this thread when I finish with my tests:
-Shields
Current theory is on holding rmb (attack2), trigger either invuln, or store the health of the player then up it considerably and restore it when rmb is let go. Obviously needs chances of your block to be disrupted\broken through.
-"Special" attacks
Not really sure how these will work at all. My idea was for some detections\count_inrange to determine how many critters are around you and the health of them. Then if there was say, only 1, and the health was under a certain amount, by moving backward and left clicking you would execute a special move. IE; Hurling a sword at a wounded lion to finish it off.
-Dungeons
Look down the thread.
-Physic based resource collection
Basically instead of hitting trees\rocks\whatever and the material goes straight into your inventory, it flies off in chunks\projectiles. So if you're mining a rock then there will be stones and pebbles and ore getting knocked off of it. Creatures will be harvested not through inventory, but by cutting\skinning.
edited 2×, last 22.07.09 08:39:53 am