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| Custom Script Release Archive This is a pre-script database archive of what our users had released. |
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#1 (permalink) |
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Forum Novice
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Hi everyone. This is a simple alteration of the Stun and Disarm eventsinks to allow the use of AoS combat abilities on Pre-AoS shards. With this script, players can set the Primary Ability and Secondary Ability macros from the client options menu and then use those abilities in game, just as if Age of Shadows was installed. To make up for the lack of a combat book/gump/icons, I've added a simple text message which alerts the players when they activate an attack, as well as what attack they will be using.
Two distro files were edited to get this to work (/Scripts/Items/Weapons/Fists.cs and /Scripts/Items/Weapons/Abilities/WeaponAbility.cs), so you'll either need to replace yours, or open these and find their matching locations in your own and make the changes. All changes are marked with my name (so you can search by Halciet), and there is also a note at the top of each file listing how many changes were made and what line they start on. To make it easy to revert the changes later if need be, the replacement code was abstracted to a seperate script, and all of these alterations are simply block commenting. ------------------------------------------------------------------------------------------------------- EDITED August 5th, 1:46 PM: ------------------------------------------------------------------------------------------------------- If you want to remove the on-hit triggering of OLD weapon abilities (crushing, concussion, and paralyzing blow with axes, polearms, spears, and two-handed hammers,), then you'll also need to edit/replace BaseSpear, BaseAxe, BasePoleArm, and BaseBashing. They've all been included with this package. The locations of these files are as follows: \Scripts\Items\Weapons\Axes\BaseAxe.cs \Scripts\Items\Weapons\Maces\BaseBashing.cs \Scripts\Items\Weapons\PoleArms\BasePoleArm.cs \Scripts\Items\Weapons\Spears\BaseSpear.cs ------------------------------------------------------------------------------------------------------- Drop the WeaponAbilityInitializer.cs anywhere in your scripts folder, and make the alterations mentioned above, and you're good to go! Note that none of these abilities have been balanced for pre-AoS play; this simply enables their use. You'll probably want to tweak them to fit your server, but I just thought I'd submit this for everyone who has been wondering how to get them to work. -Hal |
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#2 (permalink) |
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Forum Newbie
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I haven't had the chance to check out how these work, but it looks like a great idea. The weapon special abilities was one of the few things that I really liked about AOS, and its nice to see someone putting time into adding them for those of us who may not want an AOS shard, but like some AOS aspects. Thanks for puttin in the time. |
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#3 (permalink) |
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Master of the Internet
Join Date: Aug 2003
Posts: 5,688
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yeah, nice addition Hal. Thanks.
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