New mod: Difficulty for experts players and more

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MBK_MBK
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Re: New mod: Difficulty for experts players and more

Postby MBK_MBK » Tue Oct 29, 2013 8:39 pm

Hello friends :)

I added more scorers.
I add a counter of consecutive hits, also a marker to show the maximum combo, and a rank for the maximum combo acquired.
8)

If an enemy hits the Hero two times in succession, the counter of consecutive hits will reset to zero, but the maximum combo score always remain the same and it will continue to count more if you return to overcome it.
The combos only are counted if the damage is physical and is greater than one.

For example: 10 hits is adventurous rank, 50 hits is warrior rank, 100 hit is annihilator rank ... 8)

The combat scorers have an option to activate or deactivate them, in the new menu: "Extras".
All scorers have ranks to show your achievements. If you increase in rank, the hero will receive bonuses of strength and defense. The combat markers will reset to zero when the game starts again, when load a saved game or load a new map.


A video-test: 8)
http://youtu.be/GOqzmN40zEo

An image for example: :D
http://imageshack.us/photo/my-images/27/v00s.jpg

Greetings.
Loose your ghosts, because they chain suspiciously your freedom.
My Youtube channel, tests with Hyperborean Mod:
https://www.youtube.com/user/MBEASTKING1980
Web site of Hyperborean mod:
https://sites.google.com/view/bodhyperboreanmodbymbk

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Re: New mod: Difficulty for experts players and more

Postby Sryml » Thu Nov 14, 2013 4:41 pm

Hi, MBK! Your scorers system is very good! This will allow players to get a sense of accomplishment! :D

Here is what I added something new. New Magic, new combos and new weapons etc...
http://v.youku.com/v_show/id_XNjM0Njg4NjAw.html

Left-handed and right-handed weapon swap was your good idea, I feel it's cool!
Fear can hold you prisoner. Hope can set you free.
My YouTube: https://www.youtube.com/channel/UCg0SHO ... P3FdZLWzpQ

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Re: New mod: Difficulty for experts players and more

Postby MBK_MBK » Fri Nov 15, 2013 12:20 pm

Hi, MBK! Your scorers system is very good! This will allow players to get a sense of accomplishment! :D

Here is what I added something new. New Magic, new combos and new weapons etc...
http://v.youku.com/v_show/id_XNjM0Njg4NjAw.html

Left-handed and right-handed weapon swap was your good idea, I feel it's cool!
Hello Sryml ! :D Thank you very much!
Yes, so the fight gets more interesting. Sure you get all ranks of my mod! :wink:

:shock: :shock: oh, I'm impressed, what was that?? was very quick all! Hahahaha! incredible, amazing fight!
it amazes me, I love your videos! :shock: :shock: :mrgreen: Great - great - great !! 8) 8) 8)
Loose your ghosts, because they chain suspiciously your freedom.
My Youtube channel, tests with Hyperborean Mod:
https://www.youtube.com/user/MBEASTKING1980
Web site of Hyperborean mod:
https://sites.google.com/view/bodhyperboreanmodbymbk

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MBK_MBK
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Re: New mod: Difficulty for experts players and more

Postby MBK_MBK » Fri Nov 15, 2013 12:34 pm

Hello friends :)

I finally got that the Allies works in my mod!! :D
The magic amulet invokes a random ally, it can be a dwarf or knight, equipped with two weapons at once or equipped with a shield and a weapon.
Ally level will be the same as the hero. When the ally dies, you can return to pick up the amulet and use it again. You can only invoke five allies at once, because the game crashes.
You can turn some enemies into allies, but the game crashes too, so now it's not in use. I have to correct it.

Greetings :mrgreen:
Loose your ghosts, because they chain suspiciously your freedom.
My Youtube channel, tests with Hyperborean Mod:
https://www.youtube.com/user/MBEASTKING1980
Web site of Hyperborean mod:
https://sites.google.com/view/bodhyperboreanmodbymbk

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Sryml
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Re: New mod: Difficulty for experts players and more

Postby Sryml » Fri Nov 15, 2013 1:48 pm

Haha! :lol: Thank you! MBK.

If I have time, I will continue the work of modify BOD! :)

By the way, look forward to your mod! :mrgreen:
Fear can hold you prisoner. Hope can set you free.
My YouTube: https://www.youtube.com/channel/UCg0SHO ... P3FdZLWzpQ

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Re: New mod: Difficulty for experts players and more

Postby MBK_MBK » Sat Jan 11, 2014 12:17 pm

Greetings.

For personal reasons, the development of the mod is paused, until my situation whether favorable to keep working with it.
I'll be back with the mod in a few months, but I keep commenting in the forum.
Sorry for the inconvenience and thank you all.

MBK.
Last edited by MBK_MBK on Tue Feb 04, 2014 6:15 am, edited 1 time in total.
Loose your ghosts, because they chain suspiciously your freedom.
My Youtube channel, tests with Hyperborean Mod:
https://www.youtube.com/user/MBEASTKING1980
Web site of Hyperborean mod:
https://sites.google.com/view/bodhyperboreanmodbymbk

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Re: New mod: Difficulty for experts players and more

Postby sfb » Wed Jan 29, 2014 9:07 am

I think we can all agree that this is one mod worth waiting a little longer for.

Hopefully your situation improves too mate.

cheers
sfb

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Re: New mod: Difficulty for experts players and more

Postby MBK_MBK » Tue Feb 04, 2014 6:37 am

I think we can all agree that this is one mod worth waiting a little longer for.
Hopefully your situation improves too mate.
Thanks my friend, SFB. :)
Someday I'll finish it and I will freak out... :lol: I added Viking music to the game, hope you like it. 8)
The best that could be done with my mod, would add maps of Fugitive, and add the Blade of Light Mod. :mrgreen: Would all amazing... :mrgreen:
Well, I'm crazy about this, I need a break for family and work :oops:
Loose your ghosts, because they chain suspiciously your freedom.
My Youtube channel, tests with Hyperborean Mod:
https://www.youtube.com/user/MBEASTKING1980
Web site of Hyperborean mod:
https://sites.google.com/view/bodhyperboreanmodbymbk

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Re: New mod: Difficulty for experts players and more

Postby MBK_MBK » Tue Mar 25, 2014 1:31 pm

Hello friends,
I continue developing the mod, but I can not spend much time with the mod because I have economics problems.
I go for the version 1.4 and now I call it Hyperborean Difficulty Mod.
Greetings.

Hola amigos,
Continuo con el desarrollo del Mod, pero no puedo dedicarle mucho tiempo porque tengo problemas económicos.
Voy por la versión 1.4 y ahora lo llamo Mod Dificultad Hiperboreo.
Saludos.
Loose your ghosts, because they chain suspiciously your freedom.
My Youtube channel, tests with Hyperborean Mod:
https://www.youtube.com/user/MBEASTKING1980
Web site of Hyperborean mod:
https://sites.google.com/view/bodhyperboreanmodbymbk

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Re: New mod: Difficulty for experts players and more

Postby piltrafus » Wed Mar 26, 2014 2:50 am

Glad to have you back around here.
Good luck with your problems.
Sometimes it seems it's life that's stuck in Hyperborean difficulty :)
I hope you can sort it out.

I wish you all the best.
Salud Amigo.

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Re: New mod: Difficulty for experts players and more

Postby MBK_MBK » Mon Apr 07, 2014 1:35 pm

Thanks, Piltrafus :)

I added bonuses or penalties to experience, depending on the difficulty chosen. 8)
Coward difficulty: experience penalization -75%
Rookie difficulty: experience penalization -50%
Adventurer difficulty: unmodified experience.
Warrior Difficulty: bonus experience +25%
Expert Difficulty: bonus experience +50%
Hiperborean Difficulty: bonus experience +100%

Greetings.
Loose your ghosts, because they chain suspiciously your freedom.
My Youtube channel, tests with Hyperborean Mod:
https://www.youtube.com/user/MBEASTKING1980
Web site of Hyperborean mod:
https://sites.google.com/view/bodhyperboreanmodbymbk

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MBK_MBK
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Re: New mod: Difficulty for experts players and more

Postby MBK_MBK » Mon May 26, 2014 7:59 pm

Hello friends,

I added explosive arrows. 8)
http://youtu.be/TzSFq0myelg
I have corrected the electric magic. Poor vampire... :lol:
http://youtu.be/G6kcRL7mvuY

Greetings. :mrgreen:
Last edited by MBK_MBK on Thu May 29, 2014 7:57 pm, edited 2 times in total.
Loose your ghosts, because they chain suspiciously your freedom.
My Youtube channel, tests with Hyperborean Mod:
https://www.youtube.com/user/MBEASTKING1980
Web site of Hyperborean mod:
https://sites.google.com/view/bodhyperboreanmodbymbk

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Sryml
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Re: New mod: Difficulty for experts players and more

Postby Sryml » Tue May 27, 2014 3:45 pm

Hi MBK! Glad to see you back here, your video is nice! :mrgreen:

I've always wanted to know:

In your video, the character has a fell to the ground animation. More accurate to say is got up animation after the character fell to the ground.

This process is completed by the animation of one or two? :roll: What animation file is?(*.BMV, if you use the original game's animation.)
Fear can hold you prisoner. Hope can set you free.
My YouTube: https://www.youtube.com/channel/UCg0SHO ... P3FdZLWzpQ

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Re: New mod: Difficulty for experts players and more

Postby MBK_MBK » Thu May 29, 2014 8:36 pm

In your video, the character has a fell to the ground animation. More accurate to say is got up animation after the character fell to the ground.
This process is completed by the animation of one or two? :roll: What animation file is?(*.BMV, if you use the original game's animation.)
Hello Sryml, and thanks ! :)

Well, are two animations, with a call function. "Skl_dth_explo.BMV" and "Lch_hurt_big2.BMV"
You can do it like this, to the hero. :)
Also, you can do it to the enemies, adding more code and animations to each caracter.

THE LIST BELLOW IS FOR THE AMAZON, YOU MUST REPEAT THE SAME PROCEDURE FOR OTHER HEROES, ADAPTING THE NAMES TO THEIR CLASSES..

If there is an error in the code, or any questions, let me know. :mrgreen:
___________________________________________________________________________

ADD THIS CODE IN THE FILE ---> ...Lib/AnmSets/AmzAnimationSet.py


# MBEASTKING. THE HERO IS FALL BY STRONG HIT.
anm_name="Amz_g_fall_hero"#
Bladex.LoadSampledAnimation("..\\..\\Anm\\Skl_dth_explo.BMV",anm_name,0,"Amazon_N")#
Bladex.AddAnmRStep(anm_name,0)#
Bladex.AddAnmLStep(anm_name,0)#

# GET UP HERO.
anm_name="Amz_g_get_up_hero"#
Bladex.LoadSampledAnimation("..\\..\\Anm\\Lch_hurt_big2.BMV",anm_name,0,"Amazon_N")#
Bladex.AddAnmRStep(anm_name,0.0)#
Bladex.AddAnmLStep(anm_name,0.0)#

___________________________________________________________________________

ADD THIS CODE IN THE FILE ---> ...Scripts/Biped/AmzBAct.py


# MBEASTKING. FALL BY STRONG HIT.
Bladex.AddBipedAction("Amz","g_fall_hero","Amz_g_fall_hero",0.0,1.0,0)#

# GET UP HERO.
Bladex.AddBipedAction("Amz","g_get_up_hero","Amz_g_get_up_hero",0.4,0.8,0)#

___________________________________________________________________________

ADD THIS CODE IN THE FILE ---> ...Scripts/AniSoundAmz.py


# MBEASTKING. FALL BY STRONG HIT.
NetSounds.AddAnimSound(per,'Amz_g_fall_hero', HeridaAmz1, 0.15)#
NetSounds.AddAnimSound(per,'Amz_g_fall_hero', CaidaAmz1, 0.30)#
NetSounds.AddAnimSound(per,'Amz_g_fall_hero', CaidaAmz2, 0.40)#
NetSounds.AddAnimSound(per,'Amz_g_fall_hero', AndarAmz1, 0.65)#

# GET UP HERO.
NetSounds.AddAnimSound(per,'Amz_g_get_up_hero', EsfuerzoSubir3, 0.43)#
NetSounds.AddAnimSound(per,'Amz_g_get_up_hero', CansancioAmz, 0.44)#
NetSounds.AddAnimSound(per,'Amz_g_get_up_hero', AndarAmz1, 0.55)#
NetSounds.AddAnimSound(per,'Amz_g_get_up_hero', AndarAmz2, 0.65)#

__________________________________________________________________________

ADD THIS CODE IN THE FILE ---> ...Scripts/Combos/AmzCombos.py


Bladex.SetActionEventTable("Amz","g_fall_hero","ATTACKING")# FALL BY STRONG HIT.
Bladex.SetActionEventTable("Amz","g_get_up_hero","ATTACKING")## GET UP HERO.

Bladex.SetAnimationFactor("Amz_g_fall_hero",1.2)# CAIDA POR GOLPE MUY FUERTE.
Bladex.SetAnimationFactor("Amz_g_get_up_hero",1.95)## GET UP HERO.

_________________________________________________________________________

ADD THIS CODE IN THE FILE ---> ...Lib/Basic_Funcs.py

Code: Select all

### MBEASTKING. ## FUNCTION FOR "GET UP HERO". # def GetUpTheHero(me):# me = Bladex.GetEntity("Player1")# if me.Life>=1:# if me.AnimName[:12] == "g_fall_hero":# me.Wuea=Reference.WUEA_ENDED# me.LaunchAnmType("g_get_up_hero")# #
__________________________________________________________________________________________________

MODIFY THE CODE RespondToHit IN THE FILE ---> ...Lib/Basic_Funcs.py

Code: Select all

def RespondToHit(self, EntityName, AttackerName, DamagePoints, DamageType, DamageZone, Shielded): me = Bladex.GetEntity(EntityName) weapon_flag=Reference.W_FLAG_1H attacker= Bladex.GetEntity(AttackerName)# MBEASTKING. *** if me.InvRight: weapon_flag=Reference.GiveWeaponFlag(me.InvRight) if DamagePoints<=0 and Shielded and me.GetInventory().GetMagicShield(): return if me and me.Life > 0: damage_factor = DamagePoints / (me.Life+DamagePoints) if damage_factor > me.Data.DamageFactorNone: if DamageZone >= 0 and DamageZone < 32: me.SetWoundedZone(DamageZone, 1) do_not_abort=0 if me.AnimName == "df_s_broken" or me.AnimName == "sword_broken" or me.AnimName == "sw_react" or self.Invincibility==2: do_not_abort=1 if do_not_abort==0: Damage.DropInvalidObjectsOnImpact (EntityName) me.Wuea=Reference.WUEA_ENDED if me.InCombat: me.InterruptCombat() if Shielded: # Launch Blocking damage animations if damage_factor <= (me.Data.DamageFactorLight+me.Data.DamageFactorHeavy) / 2.0: Reference.debugprint("Launching .df_01") if weapon_flag==Reference.W_FLAG_2W: me.LaunchAnmType("df_01_2w") elif weapon_flag==Reference.W_FLAG_AXE: me.LaunchAnmType("df_01_axe") elif weapon_flag==Reference.W_FLAG_SP: me.LaunchAnmType("df_01_spear") else: me.LaunchAnmType("df_01") else: Reference.debugprint("Launching .df_02") if weapon_flag==Reference.W_FLAG_2W: me.LaunchAnmType("df_02_2w") elif weapon_flag==Reference.W_FLAG_AXE: me.LaunchAnmType("df_02_axe") elif weapon_flag==Reference.W_FLAG_SP: me.LaunchAnmType("df_02_spear") else: me.LaunchAnmType("df_02") else: if damage_factor >= me.Data.DamageFactorLight and damage_factor < me.Data.DamageFactorHeavy:# MBEASTKING. MODERATE HITS. ##################################### IF THE ENEMY IS HUGE AND HIT MODERATE, THROW THE HERO TO GROUND. if attacker.Kind == "Minotaur" or attacker.Kind == "Troll_Dark" or attacker.Kind == "ChaosKnight" or attacker.Kind == "Golem_metal" or attacker.Kind == "Great_Demon" or attacker.Kind == "DarkLord" or attacker.Kind == "Golem_stone" or attacker.Kind == "Golem_clay":# if (DamageZone==Reference.BODY_LARM or DamageZone==Reference.BODY_LHAND or DamageZone==Reference.BODY_RARM or DamageZone==Reference.BODY_RHAND or DamageZone==Reference.BODY_HEAD or DamageZone==Reference.BODY_FRONT) and (DamageType=="Crush" or DamageType=="Slash"):# if Actions.StatL(me.Name) == Actions.LA_SHIELD:# lefts = Bladex.GetEntity(me.InvLeft)# THROW SHIELDS. me.Unlink(lefts)# Actions.RemoveFromInventory (me, lefts,"DropLeftEvent")# lefts.Alpha=1.0# lefts.Impulse(1500.0, -2500.0, -1500.0)# ## Damage.DropInvalidObjectsOnImpact (me.Name)# # VERIFY ANIMATION. IF NOT FALLING, THROW. if me.AnimName[:12] != "g_fall_hero":# me.InterruptCombat()# me.Wuea=Reference.WUEA_ENDED# me.LaunchAnmType("g_fall_hero")# *** Bladex.AddScheduledFunc(Bladex.GetTime() + 0.9, GetUpTheHero,(me,))# ### else:# Damage.DropInvalidObjectsOnImpact (me.Name)# # VERIFY ANIMATION. IF NOT FALLING, THROW. if me.AnimName[:12] != "g_fall_hero":# me.InterruptCombat()# me.Wuea=Reference.WUEA_ENDED# me.LaunchAnmType("g_fall_hero")# *** Bladex.AddScheduledFunc(Bladex.GetTime() + 0.9, GetUpTheHero,(me,))# ##### if DamageZone==Reference.BODY_BACK:# if Actions.StatL(me.Name) == Actions.LA_SHIELD: leftw = Bladex.GetEntity(me.InvLeft)# THROW SHIELDS. me.Unlink(leftw) Actions.RemoveFromInventory (me, leftw,"DropLeftEvent") leftw.Alpha=1.0 leftw.Impulse(0.0,-500, 0.0) me.InterruptCombat()# me.LaunchAnmType("hurt_f_back")# ### else:# me.InterruptCombat()# me.LaunchAnmType("hurt_f_big")# ##### else:# Reference.debugprint("Launching .hurt_f_lite") me.LaunchAnmType("hurt_f_lite") ##################################### elif damage_factor >= me.Data.DamageFactorHeavy:# MBEASTKING. HARD HITS. ##################################### MODIFICATION OF EVENTS FOR ANIMATIONS. IF NOT A HUGE ENEMY. max_life = CharStats.GetCharMaxLife(me.Kind, me.Level)# if attacker and attacker.Person:# if attacker.Kind != "Minotaur" or attacker.Kind != "Troll_Dark" or attacker.Kind != "ChaosKnight" or attacker.Kind != "Golem_metal" or attacker.Kind != "Great_Demon" or attacker.Kind != "DarkLord" or attacker.Kind != "Golem_stone" or attacker.Kind != "Golem_clay":# IF NOT A HUGE ENEMY. if DamageZone==Reference.BODY_HEAD and DamageType=="Crush" and me.Life <= max_life/2:# WITH HALF OF THE TOTAL LIFE. if Actions.StatL(me.Name) == Actions.LA_SHIELD: leftw = Bladex.GetEntity(me.InvLeft)# THROW SHIELDS. me.Unlink(leftw) Actions.RemoveFromInventory (me, leftw,"DropLeftEvent") leftw.Alpha=1.0 leftw.Impulse(0.0,500, 0.0) if me.AnimName[:12] != "g_fall_hero":# me.InterruptCombat()# me.LaunchAnmType("hurt_f_big")# ### if DamageZone==Reference.BODY_BACK and DamageType=="Crush" and me.Life <= max_life/1.5:# WITH 3/4 OF THE TOTAL LIFE. if Actions.StatL(me.Name) == Actions.LA_SHIELD: leftw = Bladex.GetEntity(me.InvLeft)# THROW SHIELDS. me.Unlink(leftw) Actions.RemoveFromInventory (me, leftw,"DropLeftEvent") leftw.Alpha=1.0 leftw.Impulse(0.0,500, 0.0) if me.AnimName[:12] != "g_fall_hero":# me.InterruptCombat()# me.LaunchAnmType("hurt_f_back")# ### if DamageZone==Reference.BODY_BACK and DamageType=="Impale":# if Actions.StatL(me.Name) == Actions.LA_SHIELD: leftw = Bladex.GetEntity(me.InvLeft)# THROW SHIELDS. me.Unlink(leftw) Actions.RemoveFromInventory (me, leftw,"DropLeftEvent") leftw.Alpha=1.0 leftw.Impulse(0.0,500, 0.0) if me.AnimName[:12] != "g_fall_hero":# me.InterruptCombat()# me.LaunchAnmType("hurt_f_back")# ##################################### IF THE ENEMY IS HUGE AND HITS HARD, THROW THE HERO TO THE GROUND. if attacker.Kind == "Minotaur" or attacker.Kind == "Troll_Dark" or attacker.Kind == "ChaosKnight" or attacker.Kind == "Golem_metal" or attacker.Kind == "Great_Demon" or attacker.Kind == "DarkLord" or attacker.Kind == "Golem_stone" or attacker.Kind == "Golem_clay":# if (DamageZone==Reference.BODY_LARM or DamageZone==Reference.BODY_LHAND or DamageZone==Reference.BODY_RARM or DamageZone==Reference.BODY_RHAND or DamageZone==Reference.BODY_HEAD or DamageZone==Reference.BODY_FRONT) and (DamageType=="Crush" or DamageType=="Slash"):# if Actions.StatL(me.Name) == Actions.LA_SHIELD:# lefts = Bladex.GetEntity(me.InvLeft)# THROW SHIELDS. me.Unlink(lefts)# Actions.RemoveFromInventory (me, lefts,"DropLeftEvent")# lefts.Alpha=1.0# lefts.Impulse(1500.0, 2500.0, -1500.0)# ## Damage.DropInvalidObjectsOnImpact (me.Name)# # VERIFY ANIMATION. IF NOT FALLING, THROW. if me.AnimName[:12] != "g_fall_hero":# me.InterruptCombat()# me.Wuea=Reference.WUEA_ENDED# me.LaunchAnmType("g_fall_hero")# *** Bladex.AddScheduledFunc(Bladex.GetTime() + 0.9, GetUpTheHero,(me,))# ### else:# Damage.DropInvalidObjectsOnImpact (me.Name)# # VERIFY ANIMATION. IF NOT FALLING, THROW. if me.AnimName[:12] != "g_fall_hero":# me.InterruptCombat()# me.Wuea=Reference.WUEA_ENDED# me.LaunchAnmType("g_fall_hero")# *** Bladex.AddScheduledFunc(Bladex.GetTime() + 0.9, GetUpTheHero,(me,))# ##### if DamageZone==Reference.BODY_BACK:# if Actions.StatL(me.Name) == Actions.LA_SHIELD: leftw = Bladex.GetEntity(me.InvLeft)# THROW SHIELDS. me.Unlink(leftw) Actions.RemoveFromInventory (me, leftw,"DropLeftEvent") leftw.Alpha=1.0 leftw.Impulse(0.0,500, 0.0) if me.AnimName[:12] != "g_fall_hero":# me.InterruptCombat()# me.LaunchAnmType("hurt_f_back")# ### else:# if me.AnimName[:12] != "g_fall_hero":# me.InterruptCombat()# me.LaunchAnmType("hurt_f_big")# ##### else:# if me.AnimName[:12] != "g_fall_hero":# me.InterruptCombat()# me.LaunchAnmType("hurt_f_big")# ##### else:# if me.AnimName[:12] != "g_fall_hero":# Reference.debugprint("Launching .hurt_f_big")# me.LaunchAnmType("hurt_f_big")# ########################################################################## elif DamageZone==Reference.BODY_HEAD: if me.AnimName[:12] != "g_fall_hero":# Reference.debugprint("Launching .hurt_f_head")# me.LaunchAnmType("hurt_f_head")# elif DamageZone==Reference.BODY_FRONT: if me.AnimName[:12] != "g_fall_hero":# Reference.debugprint("Launching .hurt_f_breast")# me.LaunchAnmType("hurt_f_breast")# elif DamageZone==Reference.BODY_BACK: if me.AnimName[:12] != "g_fall_hero":# Reference.debugprint("Launching .hurt_f_back")# me.LaunchAnmType("hurt_f_back")# elif DamageZone==Reference.BODY_RARM or DamageZone==Reference.BODY_RHAND: if me.AnimName[:12] != "g_fall_hero":# Reference.debugprint("Launching .hurt_f_r_arm")# me.LaunchAnmType("hurt_f_r_arm")# elif DamageZone==Reference.BODY_LARM or DamageZone==Reference.BODY_LHAND: if me.AnimName[:12] != "g_fall_hero":# Reference.debugprint("Launching .hurt_f_l_arm")# me.LaunchAnmType("hurt_f_l_arm")# elif DamageZone==Reference.BODY_RLEG or DamageZone==Reference.BODY_RFOOT: if me.AnimName[:12] != "g_fall_hero":# Reference.debugprint("Launching .hurt_f_r_leg")# me.LaunchAnmType("hurt_f_r_leg")# elif DamageZone==Reference.BODY_LLEG or DamageZone==Reference.BODY_LFOOT: if me.AnimName[:12] != "g_fall_hero":# Reference.debugprint("Launching .hurt_f_l_leg")# me.LaunchAnmType("hurt_f_l_leg")# ########################################################################## else: if me.Run: Reference.debugprint("Launching .hurt_jog") me.LaunchAnmType("hurt_jog") else: if Shielded: # Launch Blocking damage animations if damage_factor <= (me.Data.DamageFactorLight+me.Data.DamageFactorHeavy) / 2.0: Reference.debugprint("Launching .df_01") if weapon_flag==Reference.W_FLAG_2W: me.LaunchAnmType("df_01_2w") elif weapon_flag==Reference.W_FLAG_AXE: me.LaunchAnmType("df_01_axe") elif weapon_flag==Reference.W_FLAG_SP: me.LaunchAnmType("df_01_spear") else: me.LaunchAnmType("df_01") else: Reference.debugprint("Launching .df_02") if weapon_flag==Reference.W_FLAG_2W: me.LaunchAnmType("df_02_2w") elif weapon_flag==Reference.W_FLAG_AXE: me.LaunchAnmType("df_02_axe") elif weapon_flag==Reference.W_FLAG_SP: me.LaunchAnmType("df_02_spear") else: me.LaunchAnmType("df_02") ########################################################################## elif DamageZone==Reference.BODY_HEAD: if me.AnimName[:12] != "g_fall_hero":# Reference.debugprint("Launching .hurt_head") me.LaunchAnmType("hurt_head") elif DamageZone==Reference.BODY_FRONT: if me.AnimName[:12] != "g_fall_hero":# Reference.debugprint("Launching .hurt_breast") me.LaunchAnmType("hurt_breast") elif DamageZone==Reference.BODY_BACK: if me.AnimName[:12] != "g_fall_hero":# Reference.debugprint("Launching .hurt_back") me.LaunchAnmType("hurt_back") elif DamageZone==Reference.BODY_RARM or DamageZone==Reference.BODY_RHAND: if me.AnimName[:12] != "g_fall_hero":# Reference.debugprint("Launching .hurt_r_arm") me.LaunchAnmType("hurt_r_arm") elif DamageZone==Reference.BODY_LARM or DamageZone==Reference.BODY_LHAND: if me.AnimName[:12] != "g_fall_hero":# Reference.debugprint("Launching .hurt_l_arm") me.LaunchAnmType("hurt_l_arm") elif DamageZone==Reference.BODY_RLEG or DamageZone==Reference.BODY_RFOOT: if me.AnimName[:12] != "g_fall_hero":# Reference.debugprint("Launching .hurt_r_leg") me.LaunchAnmType("hurt_r_leg") elif DamageZone==Reference.BODY_LLEG or DamageZone==Reference.BODY_LFOOT: if me.AnimName[:12] != "g_fall_hero":# Reference.debugprint("Launching .hurt_l_leg") me.LaunchAnmType("hurt_l_leg") ########################################################################## else: # Shouldn't get here #pdb.set_trace() pass
__________________________________________________________________________________________________
Loose your ghosts, because they chain suspiciously your freedom.
My Youtube channel, tests with Hyperborean Mod:
https://www.youtube.com/user/MBEASTKING1980
Web site of Hyperborean mod:
https://sites.google.com/view/bodhyperboreanmodbymbk

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MBK_MBK
Dragon
Posts: 395
Joined: Sun Jun 19, 2011 9:06 am
Location: Spain
Contact:

Re: New mod: Difficulty for experts players and more

Postby MBK_MBK » Sat May 31, 2014 8:22 pm

Hello friends :)

Well, I have managed to adapt the code of the Allies. 8) :mrgreen:
http://youtu.be/OxSB1caBqKM

Frozen skull, that paralyzes enemies for several seconds:
http://youtu.be/xRgcTRBOnME

Greetings.
Loose your ghosts, because they chain suspiciously your freedom.
My Youtube channel, tests with Hyperborean Mod:
https://www.youtube.com/user/MBEASTKING1980
Web site of Hyperborean mod:
https://sites.google.com/view/bodhyperboreanmodbymbk


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