Author Topic: Combat Abilities [KIT]  (Read 16275 times)

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Chel

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Combat Abilities [KIT]
« on: April 20, 2009, 06:05:33 PM »
COMBAT ABILITIES KIT
These are the combat abilites I wrote, and think they add a something to the combat dynamic and help balance things between foot and mounted player characters. Some are old, the rest are new. Feel free to use, modify, adapt, improve in your game or mod. If you'd like to test them out, they are currently implemented in EGIII v0.91 mod (link in my signature).
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CODE:

Help message
paste into module_mission_templates.py, at the top, right above "common_battle_mission_start" for example.
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Experience cost scripts, paste into module_scripts.py, at the end for example.
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the rest is actual code for the abilities, each part should be pasted into each combat mission in module_mission_templates.py that you want it to work in, like "lead_charge", "village_attack_bandits", "village_raid", "besiege_inner_battle_castle", etc.

Help messages (also good to paste into something like "town_center" mission so can be read outside of battle)
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Horse whistle after I wrote it, I noticed The Mercenary did this already, and very nicely, although slightly differently - in his version you only call your horse, if you came into battle with one. I did such that you can call any horse if you have enough charisma, and if you have even more charisma you can call multiple ones, and possibly create a small stampede :D
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Taunt good for getting circling horse archers to try and melee you, or distracting some infantry charging at your archers so they can take more fire. More charisma allows to taunt more enemies for a short period.
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Warcry scares away enemies surrounding you that are lower level than twice your level for a short period. Very good for getting out of a tough spot as an infantryman (and followed by Sprint), or scattering an infantry line as you charge them on foot or horse.
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First aid allows you to heal a small number of hitpoints in battle, higher with more intelligence and first aid skill. Good to mitigate the effects of random arrows hitting your head and making high intelligence character more viable.
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Battlecry recovers percentage of your wounded troops' life, and looks and sounds great :D
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Rage
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Sprint      
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Focus
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P.S. Also in some rare cases (I've never seen it happen, but people have reported it, I'm not sure when and why) the bonuses from rage/focus/sprint do not go away and become permanent.
Adding this to module_triggers.py should fix this problem in most cases:

Code: [Select]
     (1, 0, 1, [(eq,"$ability",2)], [

                 (val_sub,"$iron","$ironnew"),
                 (val_sub,"$strike","$strikenew"),
                 (val_sub,"$draw","$drawnew"),
                 (val_sub,"$throw","$thrownew"),             

                 (troop_raise_skill,"trp_player","skl_ironflesh","$iron"),
                 (troop_raise_skill,"trp_player","skl_power_strike","$strike"),
                 (troop_raise_skill,"trp_player","skl_power_draw","$draw"),
                 (troop_raise_skill,"trp_player","skl_power_throw","$throw"),

#                 (troop_raise_attribute,"trp_player",0,-20),
                 (troop_raise_attribute,"trp_player",1,-5),                   

                 (display_message,"@Your rage dies down...",0x6495ed),
                 (call_script, "script_rage_exp_penalty"),       

                 (assign, "$ability", 1),

         ]),

(1, 0, 1, [(eq,"$ability",3)], [

                 (val_sub,"$athletics","$athleticsnew"),

                 (troop_raise_skill,"trp_player","skl_athletics","$athletics"),

                 (troop_raise_attribute,"trp_player",1,-15),                   

                 (display_message,"@You are out of breath... ",0x6495ed),
                 (call_script, "script_sprint_exp_penalty"),       

                 (assign, "$ability", 1),
         ]),     

      (1, 0, 1, [(eq,"$ability",4)], [

                 (val_mul,"$bonus",-1),

                (troop_raise_proficiency_linear,"trp_player",0,"$bonus"),
                (troop_raise_proficiency_linear,"trp_player",1,"$bonus"),
                (troop_raise_proficiency_linear,"trp_player",2,"$bonus"),
                (troop_raise_proficiency_linear,"trp_player",3,"$bonus"),
                (troop_raise_proficiency_linear,"trp_player",4,"$bonus"),
                (troop_raise_proficiency_linear,"trp_player",5,"$bonus"),           

                 (troop_raise_attribute,"trp_player",1,-5),                   

                 (display_message,"@Your lose your focus... ",0x6495ed),
                 (call_script, "script_focus_exp_penalty"),       

                 (assign, "$ability", 1),
         ]),     
« Last Edit: May 18, 2009, 04:43:58 PM by Chel »

HokieBT

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Re: Combat Abilities [KIT]
« Reply #1 on: April 20, 2009, 06:13:49 PM »

these look very cool, thanks for posting this, I'll check it out!

FYI - some of your call_script commands seem to be messed up?  For example the Warcry has (call_script, "script_focus_exp_penalty"), and some of the other ones call different scripts then the ability as well.
 

Chel

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Re: Combat Abilities [KIT]
« Reply #2 on: April 20, 2009, 06:16:29 PM »

these look very cool, thanks for posting this, I'll check it out!

FYI - some of your call_script commands seem to be messed up?  For example the Warcry has (call_script, "script_focus_exp_penalty"), and some of the other ones call different scripts then the ability as well.

no, thats fine. there are three exp penalty scripts, some cost [8exp]x[player lvl], some [6exp]x[player lvl], some [10exp]x[player lvl], and the warcrys and other abilities use one of those three experience costs, depending on how useful they are. You can of course define your own costs, or remove them altogether.
« Last Edit: April 20, 2009, 06:19:17 PM by Chel »

HokieBT

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Re: Combat Abilities [KIT]
« Reply #3 on: April 20, 2009, 06:28:15 PM »

ah, ok, thx.  just wanted to make sure it wasn't a cut-n-paste typo, I know I make lots of those.   :)
 

MISHO

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Re: Combat Abilities [KIT]
« Reply #4 on: April 20, 2009, 06:34:06 PM »
NICEEE, i will have to use at least some of these in my mod! GJ dude keep  it up!

Edit: i can choose the ones i want right?

jik

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Re: Combat Abilities [KIT]
« Reply #5 on: April 20, 2009, 07:44:53 PM »
Chel,

I noticed in your battle cry stuff, that you check if the player is on horseback.  If he is you don't run an animation.  I'm guessing you are in the same boat as I am, and not able to find the horseback equivalent to the on foot cheer.  Doesn't any one know how to harness them?  They are there, you see them in game...

In any case, NICE!  I like that you penalize the player for using these abilities, but they sound like they make the game fun!  I may add a few of these to my mod (with credit of course!)

Chel

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Re: Combat Abilities [KIT]
« Reply #6 on: April 20, 2009, 07:58:07 PM »
Chel,

I noticed in your battle cry stuff, that you check if the player is on horseback.  If he is you don't run an animation.  I'm guessing you are in the same boat as I am, and not able to find the horseback equivalent to the on foot cheer.  Doesn't any one know how to harness them?  They are there, you see them in game...


yeah, the check is there but seems it doesnt work for player, so if you're on horseback you get weird fall through horse animation. Not sure how to get the cheer on horseback to play myself, jik.

NICEEE, i will have to use at least some of these in my mod! GJ dude keep  it up!

Edit: i can choose the ones i want right?

yes, they aren't tied to each other.

NaglFaar

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Re: Combat Abilities [KIT]
« Reply #7 on: April 20, 2009, 09:39:21 PM »
Thank you chel.

I think I'm gonna try them out and see if I can get some kind of berserker ability. Nice!
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jik

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Re: Combat Abilities [KIT]
« Reply #8 on: April 20, 2009, 10:02:05 PM »
Thank you chel.

I think I'm gonna try them out and see if I can get some kind of berserker ability. Nice!

If you do, try and put a red wash over the camera view.  BLOOD FRENZY!

NaglFaar

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Re: Combat Abilities [KIT]
« Reply #9 on: April 20, 2009, 10:08:27 PM »
That sounds a bit complicated for me. But I can alwas try  :D
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Berserker Pride

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Re: Combat Abilities [KIT]
« Reply #10 on: April 20, 2009, 11:01:30 PM »
Awesome Chel, but just one thing The Mercenary is a she.

MrRoy

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Re: Combat Abilities [KIT]
« Reply #11 on: April 21, 2009, 12:18:18 AM »
Awesome Chel, but just one thing The Mercenary is a she.

Hehe, noticed this too :
Quote
although slightly differently - in her version you only call your horse


Chel

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Re: Combat Abilities [KIT]
« Reply #12 on: April 21, 2009, 12:32:53 AM »
Awesome Chel, but just one thing The Mercenary is a she.

Ah, I never knew! Very well then lady Mercenary :)

NaglFaar

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Re: Combat Abilities [KIT]
« Reply #13 on: April 21, 2009, 12:56:12 AM »
I just tried this out.

I got an error saying local variable never used. Did I do something wrong or is this something common?
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Chel

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Re: Combat Abilities [KIT]
« Reply #14 on: April 21, 2009, 01:43:41 AM »
I just tried this out.

I got an error saying local variable never used. Did I do something wrong or is this something common?

you can ignore that error. it just means I defined some variable and didn't use it later (so it didn't have to be defined, but it won't affect anything)