Script related questions
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- PurpleSquerkle
- Massive Gelfeet (Developer)
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Does that spawn it attached to the target or the object with the script?
From what I can tell from the topic on script functions, it spawns it on the object with the script.
Is there any way to do something else?
Otherwise, I think I could make the particles that spawn on a critical hit spawn the smoke particles when bumped... It's tricky, because the object already has the maximum number of particles (8, right?), so I'll have to arrange them carefully and redo some stuff.
Other changes I made already:
-Random critical messages rather than the single one it has now.
-Better whispering (it whispers constantly now, and I like that better... it's still randomized, but the intervals are shorter)
-Changed sound on effective hits... It now uses the gasps (though the volume of them has been increased significantly) as I originally intended. Not that there's anything wrong with that gong/chime noise, but it just didn't work well; it was weird having that noise on every hit. Also, the gasps are spookier.
...Maybe some other subtle things, but I don't remember all of them.
I'll post it when I'm done.
From what I can tell from the topic on script functions, it spawns it on the object with the script.
Is there any way to do something else?
Otherwise, I think I could make the particles that spawn on a critical hit spawn the smoke particles when bumped... It's tricky, because the object already has the maximum number of particles (8, right?), so I'll have to arrange them carefully and redo some stuff.
Other changes I made already:
-Random critical messages rather than the single one it has now.
-Better whispering (it whispers constantly now, and I like that better... it's still randomized, but the intervals are shorter)
-Changed sound on effective hits... It now uses the gasps (though the volume of them has been increased significantly) as I originally intended. Not that there's anything wrong with that gong/chime noise, but it just didn't work well; it was weird having that noise on every hit. Also, the gasps are spookier.
...Maybe some other subtle things, but I don't remember all of them.
I'll post it when I'm done.
- Zefz
- Squirrel Knight (Administrator)
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Use the Spawn attached particles at bump function then.
If you want the attached particles to spawn every time you hit the enemy, make them spawn on bump with the generic attack particle.
And that sound effect was mostly to clarify if it really was a effective blow (the previous sound was kinda hard to distinguish from the other sounds).
If you want the attached particles to spawn every time you hit the enemy, make them spawn on bump with the generic attack particle.
And that sound effect was mostly to clarify if it really was a effective blow (the previous sound was kinda hard to distinguish from the other sounds).
- PurpleSquerkle
- Massive Gelfeet (Developer)
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It's more easily distinguished now that it's louder... I still need to do some testing; I may increase the volume even more.
But how can I make it so that it only does that when you hit monsters with the [DEMO] IDSZ?Zefz wrote:If you want the attached particles to spawn every time you hit the enemy, make them spawn on bump with the generic attack particle.
- Zefz
- Squirrel Knight (Administrator)
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Code: Select all
IfHolderScoredAHit
tmpargument = [DEMO]
IfTargetYaddaYadda
tmpargument = 1 //The particle which spawns attaches if bumped
tmpdistance = SPAWNLAST
SpawnParticle
- PurpleSquerkle
- Massive Gelfeet (Developer)
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- {]-[0{0|307 (Developer)
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There are a lot of IfTargetYaddaYadda functions
you could use any of these that fit your purpose
Code: Select all
IfTargetKilled
IfTargetHasID
IfTargetHasItemID
IfTargetHoldingItemID
IfTargetHasSkillID
IfTargetCanOpenStuff
IfTargetIsOnOtherTeam
IfTargetIsOnHatedTeam
IfTargetIsOldTarget
IfTargetHasVulnerabilityID
IfTargetIsHurt
IfTargetIsAPlayer
IfTargetIsAlive
IfTargetIsSelf
IfTargetIsMale
IfTargetIsFemale
IfTargetHasSpecialID
IfTargetIsOnSameTeam
IfTargetHasAnyID
IfTargetIsDefending
IfTargetIsAttacking
IfTargetIsKursed
IfTargetIsDressedUp
IfTargetHasItemIDEquipped
IfTargetIsMounted
IfTargetIsSneaking
IfTargetCanSeeInvisible
IfTargetIsFlying
IfTargetIsAMount
IfTargetIsAPlatform
IfTargetHasQuest
IfTargetHasNotFullMana
IfTargetIsOwner
- PurpleSquerkle
- Massive Gelfeet (Developer)
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- PurpleSquerkle
- Massive Gelfeet (Developer)
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- Joined: Wed Jul 23, 2008 4:54 am
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- PurpleSquerkle
- Massive Gelfeet (Developer)
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- penguinflyer2222
- Queen Penguin (Senior Member)
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- PurpleSquerkle
- Massive Gelfeet (Developer)
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You could make your script spawn the particle with every step.
Also (although I have not tried this myself) you could do circular end spawning. So that one particle spawns another particle when it ends, and that particle spawns the first one when it ends. Or maybe you could just make a particle spawn itself when it ends.
Also (although I have not tried this myself) you could do circular end spawning. So that one particle spawns another particle when it ends, and that particle spawns the first one when it ends. Or maybe you could just make a particle spawn itself when it ends.