View Single Post
Old 10-04-2011, 03:30 PM   #2100
Berk48
 
Join Date: Aug 2010
Reputation: 13
Posts: 71
Ok, I managed to get my stuff working properly again.

Here's an image of my legendary frying pan I made:

http://i276.photobucket.com/albums/k...0-04_00001.jpg

Excerpt from Inventory_Gen.scr with my commented notes:
Code:
Item("Melee_leg_PanDemonium", CategoryType_Melee) //"Melee_leg_PanDemonium" is the item name, used in craft blueprints and such.
    {
        Name("&Melee_leg_PanDemonium_N&"); //This is a variable that sets the name in game, I believe it is hard coded as I can't find the entry.I just put pandemonium as a workaround
        Description("&Melee_leg_PanDemonium_D&");//Same as above.
        Visibility(true); //I believe this determines whether the item is invisible or not in game
        ItemType(ItemType_Stick); //This determines physical behaviors/animations during combat
        PhysicsScript("DroppedInventory.scr");//Physics of item when dropped out of inventory
        UpgradeLevel(0);//This indicates properties when not upgraded I believe
        Condition(45);//durability
        Damage(66.0);//base damage
        CriticalProb(0.01);//base crit
        CriticalDamage(66.0);//added damage on crit?
        DamageRange(140.0);//damage range for rng? I dunno...
        Force(88.0);//base force
        PhysicsDamage(55.0);//damage when zombie strikes something after being struck
        StaminaUsage(0.05);//Stamina used when weapon is swung, 1.00 is all stamina, 0.05 is 5%
        SwingSpeed(1.0);//How fast you can swing it, 1.0 is average, values higher than 1.0 is slower, less is faster
        ConfusionProb(1.0);//probability for stun when struck in the head, 1.0 is really damn likely to stun. Depends on force + HitSeverity
        HeadSmashProb(0.75);//Probability for head explosion when struck in head, 0.75 is still very likely, once again depends on force and HitSeverity
        HeadCutProb(0.0);//Head decapitation probability, force + HitSeverity
        ArmsCutProb(0.0);//See above except affects arms decap
        LegsCutProb(0.0);//Same but for legs
        DamageType(DamageType_Blunt);//Damage type obviously, this is a blunt melee weapon, DamageType_Sharp are sharp weapons, DamageType_Bullet is guns
        Price(3000);//Weapon price modifier, this is a legendary weapon so 3k is high
        Mesh("weapon_frying_pan_a.msh");//In game weapon model
        AnimPrefix("Stick");//weapon animations
        HudIcon("shovell_a");//hud icon, this uses the shovel icon, devs didn't bother to make one for the frying pan
        MinDamageAngle(-60.0);//I think this determines what gets hit when you swing it, this seems to determine max range left of center line
        MaxDamageAngle(45.0);//same as above but right of center line
        MinDamageMult(1.0);//no clue, seems to have to do with some kind of damage calculation
        MinHitSeverity(HitSeverity_Heavy);//minimum HitSeverity, affects physics/force calculations, determines decapitation/stun/damage effects, this weapon always hits HARD 
        MaxHitSeverity(HitSeverity_Heavy);//max HitSeverity, see above
        HorizontalAttackDamageMul(1.5);//Damage multiplier, used with special aimed attacks
        TwoHanded(false);//this is a one handed weapon, important for Logan's one handed specializations and Sam B's two handed damage bonus
        CausesKnockDown(true);//Knocks down zombies with a solid hit
        DestroySound("break_metal_weapon_00.wav");//weapon break sound effect
        AiHitSound("pipe");//Weapon sounds used when striking objects, zombies
        use HitEffects_Default();//some kind of standard hit effects?
        BloodSplatFactor(0.15);//amount of blood decals, effects, 0.15 seems standard
        use PickupSounds_Default();//sound effect when item is picked up in the game world
        DamageSize(10.0);//???
        StatsType(StatsType_Blunt);//This determines the weapon stats chart the weapon gets its stats from when generated to level
        LootLevel(3);//used in loot generation tables, higher requires better loot table/level I think
        ReqXpLevel(4);//some kind of minimum level determinant required to get this item in loot
        LootType(LootType_Blunt);//what loot table this item belongs in
        FF_Left(0.6);//No idea what the FF values determine
        FF_Right(0.6);
        FF_Duration(0.2);
        FF_FadeOut(0.0);
        Reparable(true);//Whether this item can be repaired, if this is false, the item goes "poof" when durability(Condition) reaches zero
        Color(Color_Orange);//Loot type, Orange is a legendary item, corresponds to weapon color/name color
        GenType(GenType_HAMMER);//This item has the ability to drop if the game decides you will get a hammer type weapon, loot table determinant
        AchType(AchType_FryingPan);//Defines what type of weapon this is
        NameGender(0);//???
    }

    Item("Melee_leg_PanDemonium", CategoryType_Melee)
    {
        UpgradeLevel(0);//unupgraded condition
        Condition(24);
        DamageType(DamageType_Blunt);
        Mesh("weapon_frying_pan_a#01.msh");//weapon model
    }

    Item("Melee_leg_PanDemonium", CategoryType_Melee)
    {
        UpgradeLevel(0);//unupgraded condition, not sure why this is split up
        Condition(0);
        Damage(0.0);
        CriticalProb(0.0);
        CriticalDamage(0.0);
        Force(25.0);
        PhysicsDamage(10.0);
        HeadSmashProb(0.0);
        HeadCutProb(0.0);
        ArmsCutProb(0.0);
        LegsCutProb(0.0);
        DamageType(DamageType_Blunt);
        Mesh("weapon_frying_pan_a#01#01.msh");
    }

    Item("Melee_leg_PanDemonium", CategoryType_Melee)
    {
        UpgradeLevel(1);//first upgrade
        Condition(50);//adds to durability
        Damage(100.0);//and damage
        DamageType(DamageType_Blunt);
        Mesh("weapon_frying_pan_a.msh");
        Color(Color_Orange);
        GenType(GenType_HAMMER);
    }

    Item("Melee_leg_PanDemonium", CategoryType_Melee)
    {
        UpgradeLevel(1);
        Condition(25);//adds to durability more? I dunno
        DamageType(DamageType_Blunt);
        Mesh("weapon_frying_pan_a#01.msh");
    }

    Item("Melee_leg_PanDemonium", CategoryType_Melee)
    {
        UpgradeLevel(1);
        Condition(0);
        Damage(0.0);
        DamageType(DamageType_Blunt);
        Mesh("weapon_frying_pan_a#01#01.msh");
    }

    Item("Melee_leg_PanDemonium", CategoryType_Melee)
    {
        UpgradeLevel(2);//second upgrade level
        Condition(50);
        Damage(100.0);
        DamageType(DamageType_Blunt);
        Mesh("weapon_frying_pan_a.msh");
        Color(Color_Orange);
        GenType(GenType_HAMMER);
    }

    Item("Melee_leg_PanDemonium", CategoryType_Melee)
    {
        UpgradeLevel(2);
        Condition(25);
        DamageType(DamageType_Blunt);
        Mesh("weapon_frying_pan_a#01.msh");
    }

    Item("Melee_leg_PanDemonium", CategoryType_Melee)
    {
        UpgradeLevel(2);
        Condition(0);
        Damage(0.0);
        DamageType(DamageType_Blunt);
        Mesh("weapon_frying_pan_a#01#01.msh");
    }

    Item("Melee_leg_PanDemonium", CategoryType_Melee)
    {
        UpgradeLevel(3);//last upgrade adds more durability and damage, this is four white dots on the inventory screen
        Condition(50);
        Damage(100.0);
        DamageType(DamageType_Blunt);
        Mesh("weapon_frying_pan_a.msh");
        Color(Color_Orange);
        GenType(GenType_HAMMER);
    }

    Item("Melee_leg_PanDemonium", CategoryType_Melee)
    {
        UpgradeLevel(3);
        Condition(25);
        DamageType(DamageType_Blunt);
        Mesh("weapon_frying_pan_a#01.msh");
    }

    Item("Melee_leg_PanDemonium", CategoryType_Melee)
    {
        UpgradeLevel(3);
        Condition(0);
        Damage(0.0);
        DamageType(DamageType_Blunt);
        Mesh("weapon_frying_pan_a#01#01.msh");
    }
Also I got bored, so I made a mindblowing left hand of glova...
http://www.youtube.com/watch?v=7zzlF5jYTC8

Last edited by Berk48: 10-05-2011 at 01:06 AM.
Berk48 is offline   Reply With Quote