OSP Code Combat Shield Bash kit. Bug fixed and expanded!

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Mirathei

Sergeant Knight
Pretty simple really, press the attack controll while holding the defend controll. Ai will do it automatically when applicable with some degree of randomization. Got to give Zaro credit for making the results partially dependent on the shield skill of the basher.
To install, just paste the following in to module scripts:

Code:
("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),
   ]),

The following into any applicable mission template:

Code:
(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),]),
And the following into module animations (note that these must be pasted over unused animations, not at the end of the file):
Code:
# 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],
],

Things to take note of: bashing is only for and only against footmen., thus cavalry will not bash or be bashed. Also, only shields in the range referenced in red above will be bash usable. If you want to bash with a shield, put it in that range.

Enjoy. :smile:
 
Last edited by a moderator:

Dryvus

Sufficiently Suffonsified
Archduke
M&BWB
Congrats! Can't wait to try this out!

Edit: Will this be added to Gun Thunder?
 

Alec{zacool}

Master Knight
M&BWBWF&S
Mirethei.



You.

Are.

The.

God.

Of.

Discovering.

Neat.

Crap.

And.

Doing.

It.

'tis going to be added to my mod.

-Alec
 

Suzerain

Regular
fantastic.... I might actualyl start to use shields as they're meant to be.

now, if only we could have a "kick in the bollocks" button and a "get in close and force them over" action, the combat would be nicely brutal and more realistic :smile:
 

KON_Air

Master Knight
M&BWB
asfaf I just finalized my trade script(s) and checking animations to starting to work on that :razz:
 

italiano

Grandmaster Knight
It's a shame we don't have a more suitable animation to use. I tried it out and it does add some more depth to combat, as you can't just stand there blocking everything. Getting knocked over also leaves you quite vulnerable. I take it we can't use the 'stunned' animation and somehow increase the duration?
 

Mirathei

Sergeant Knight
Dryvus said:
Congrats! Can't wait to try this out!

Edit: Will this be added to Gun Thunder?
Yes, it will be in Gun Thunder, but you probably won't see much of it in there, since most of the troops don't have shields.

Zaro said:
It's a shame we don't have a more suitable animation to use. I tried it out and it does add some more depth to combat, as you can't just stand there blocking everything. Getting knocked over also leaves you quite vulnerable. I take it we can't use the 'stunned' animation and somehow increase the duration?
What exactly do you mean by the "stunned" animation? I'm sure it could  be added in, but what duration is it that you want to increase.

insomniac391 said:
i cant find a file called module scripts or module animations
i feel dumb
Are you looking in the module system?
 

italiano

Grandmaster Knight
What exactly do you mean by the "stunned" animation? I'm sure it could  be added in, but what duration is it that you want to increase.

The animation when someone is hit and they are stunned temporarily. I assume it's this one:

Code:
["strike_chest_front_stop", acf_enforce_all,
   [0.4, "anim_human", blow+5000, blow+5010, arf_blend_in_3], 
 ],

I'm looking forward to seeing what animations have been improved/added for 1.0.
 

insomniac391

Sergeant at Arms
WBNW
insomniac391 said:
i cant find a file called module scripts or module animations
i feel dumb
Are you looking in the module system?
[/quote]

yes i am
it might help if pasted the directory in here to help me out
right now im looking in D:\M&B 9.6\Modules\Native and im looking through all the text documents
 

italiano

Grandmaster Knight
That's not the module system, as it isn't a mod folder containing text files, it's a separate download that contains python files than compile into text files. You can download it in a sticky near the top of this section.
 

Yoshiboy

Count
M&BWB
D'Sparil said:
Jesus christ dude. I was totally right when I chose you as best modder on the Forum Awards thread  :razz:

http://forums.taleworlds.com/index.php/topic,37596.msg1024360.html#msg1024360
http://forums.taleworlds.com/index.php/topic,37596.150.html

*cough*
 

Zilberfrid

Sergeant Knight
WOW, just, WOW. This has been made out to be impossible in the kings court.

I love you in ways that are illegal in some states...
 

italiano

Grandmaster Knight
So AI shield bashes too?

Yes, quite a bit, and a successful blow produces the blunt knockdown animation, so if you are mobbed you willl get shield-bashed and that should be the end of it.
 
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