Search found 1730 matches

by prospero
Tue Jun 13, 2017 4:48 pm
Forum: Severance BoD: Modding Community
Topic: Level Editing: Scripting
Replies: 362
Views: 102482

Re: Level Editing: Scripting

I'm not completely sure what you saying. The damage effects don't do the damage. They are just for show. What means are you using to actually inflict the damage? I'm not sure if the 'electric bolts' actually do Electric damage. Could be wrong. :? You can add special damage to any weapon by tacking i...
by prospero
Fri Jun 09, 2017 11:49 am
Forum: Severance BoD: Modding Community
Topic: Level Editing: Scripting
Replies: 362
Views: 102482

Re: Level Editing: Scripting

Take a mo to study Actions.py. There are all the 'handler' functions. If you use Actions.TakeObject("Player1", "WhateverSword")... .....the sword will just appear in your hand. The functions in Actions check the state of the Player at the moment the the object is 'used'. He may already be holding so...
by prospero
Fri Jun 09, 2017 2:10 am
Forum: Severance BoD: Modding Community
Topic: Level Editing: Scripting
Replies: 362
Views: 102482

Re: Level Editing: Scripting

There is a function to make the Player drop any object he is holding.

As you say it's a bit complicated.

My programming is a bit rusty. I'll have a look later......

Try...

Actions.TryDropRight("Player1")


Obliviously you would need to use scheduled functions to fix the timing of all the moves.
by prospero
Thu Jun 08, 2017 2:26 am
Forum: Severance BoD: Modding Community
Topic: Level Editing: Scripting
Replies: 362
Views: 102482

Re: Level Editing: Scripting

:o I don't know what is wrong with the code tags. They are suppose to preserve the formatting but
apparently they don't. Hope you can pick the bones out of it.
by prospero
Thu Jun 08, 2017 2:24 am
Forum: Severance BoD: Modding Community
Topic: Level Editing: Scripting
Replies: 362
Views: 102482

Re: Level Editing: Scripting

OK. I did find a solution to the savegame labels getting lost. It's a tad complicated but it's the only surefire way that I know of. The reason the stone club label works is that in the main game it's not pickupable. So if you give it a label in a mod that is the only time it's defined. Regular usab...
by prospero
Wed Jun 07, 2017 5:31 pm
Forum: Severance BoD: Modding Community
Topic: Level Editing: Scripting
Replies: 362
Views: 102482

Re: Level Editing: Scripting

aura.SetAuraActive(0)

Is one way. It's an instant switch off though. Making it fade an die is a lot more complicated.

Best way is to fins something in the game that suits and try and find the code for it.
by prospero
Wed Jun 07, 2017 3:24 pm
Forum: Severance BoD: Help / Game Discussion
Topic: Original characters desings
Replies: 8
Views: 4524

Re: Original characters desings

If RebelAct hadn't gone down the tubes I would have bought an X-Box. :P

They obviously put a lot of work into the project. :(
by prospero
Tue Jun 06, 2017 8:01 pm
Forum: Severance BoD: Modding Community
Topic: Level Editing: Scripting
Replies: 362
Views: 102482

Re: Level Editing: Scripting

I don't know about the label thing.... I'll have a play later. :D As far as I know or can remember it should work. :roll: if you change THR_SPINNING to THR_STRAIGHT it won't rotate when you throw. W_FLAG_1H to W_FLAG_2H will make it 2-handed. But Knight,Dwarf and Amazon will handle it like a 'clumsy...
by prospero
Mon Jun 05, 2017 12:09 pm
Forum: Severance BoD: Modding Community
Topic: Level Editing: Scripting
Replies: 362
Views: 102482

Re: Level Editing: Scripting

The weapon names/power is easy enough. You do need to put the code in DefFuncs.py however to ensure savegame integrity. When a game loads there are several key files that are executed. DefFuncs is one. All the others are executed only on first load, otherwise all the obs/enemies and such would be du...
by prospero
Mon Jun 05, 2017 11:52 am
Forum: Severance BoD: Modding Community
Topic: Level Editing: Scripting
Replies: 362
Views: 102482

Re: Level Editing: Scripting

You can edit the combo levels like this: From Combos.py... bar=Bladex.GetCharType("Barbarian_N","Bar") bar.AddAttack("GM12_2H","Bar_g2h_b6low") bar.AttackWindow("Bar_g2h_b6low",0.338,0.470,"GM12_2H_Window") bar.AssignTrail("GM12_2H","","EstelaRoja1") bar.AddLevels("Bar_g2h_b6low",7,40) The 7 paramet...
by prospero
Sun Jun 04, 2017 4:28 am
Forum: Severance BoD: Modding Community
Topic: Level Editing: Scripting
Replies: 362
Views: 102482

Re: Level Editing: Scripting

Hi livid. :D

Savegames are always a pain. If you can't figure it out you can mail me the map and
I'll see if I can debug it if you like.

[email protected]
by prospero
Thu Jan 05, 2017 6:34 pm
Forum: Severance BoD: Help / Game Discussion
Topic: Happy Christmas to the BoDders
Replies: 8
Views: 4210

Re: Happy Christmas to the BoDders

Hope all you Bodders had a Great Christmas and the New Year has been OK so far. :lol:
by prospero
Fri Dec 09, 2016 3:30 pm
Forum: Severance BoD: Modding Community
Topic: My BodLoader has a problem in the beginning!!!
Replies: 15
Views: 8877

Re: My BodLoader has a problem in the beginning!!!

Silly question, but have you any mods in the Mods folder?
by prospero
Wed Nov 30, 2016 1:46 pm
Forum: Severance BoD: Modding Community
Topic: Reverse engineering .bw to .MP
Replies: 8
Views: 6654

Re: Reverse engineering .bw to .MP

It's quite interesting to have the source files to study, at least for modders.
There are a few little hidden places that got closed off that you would never
know were there.
by prospero
Fri Nov 25, 2016 4:56 pm
Forum: Severance BoD: Modding Community
Topic: Reverse engineering .bw to .MP
Replies: 8
Views: 6654

Re: Reverse engineering .bw to .MP

These are all the other .mp files that I have. There are various versions and some of them will crash the LED so are no good. I can't remember which the bad ones are. But there is at least one in each folder that works. I think there is a complete version of each as far as I can tell, but the Mines ...