325 lines
11 KiB
Plaintext
325 lines
11 KiB
Plaintext
//Lightsaber configurations, use by name
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/*
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NOTE: add new sabers by putting their entries in a .sab file in ext_data/sabers
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defaults and explanations of fields:
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//saber type
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saberType SABER_NONE - what kind of saber to use ( SABER_SINGLE, SABER_STAFF)
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//saber hilt
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saberModel "models/weapons2/saber_reborn/saber_w.glm" - what saber hilt model to use
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A note about saber hilt models: the surface names on saber models should *always* start with "w_", the code expects it.
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customSkin "" - a .skin file to apply to the saber hilt model, if any (overrides saber hilt model's internal texture mapping)
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soundOn "sound/weapons/saber/enemy_saber_on.wav" - turn on sound
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soundLoop "sound/weapons/saber/saberhum3.wav" - loop sound (must be a .wav file)
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soundOff "sound/weapons/saber/enemy_saber_off.wav" - turn off sound
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//blades
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numBlades 1 - how many blades it has (min of 1, max of 8)
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A note about blade tags: each blade will be drawn from it's corresponding tag's position and in the direction (negative X axis in ModView) of that tag.
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The naming of the tags must be as follows:
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"tag_blade1" for the first blade. I made the code fall back to "tag_flash" if it can't find the tag_blades so that the code will still work pre-JKA sabers, but we you should always use the new name.
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All following blades (if applicable) should be "tag_blade2", "tag_blade3", etc., to a maximum of 8 blades ("tag_blade8")
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//saber length
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//NOTE: these should be inputted in order - setting "saberLength" automatically sets all of the others to the same length
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saberLength 32 - how long the saber's first blade should be (minimum of 4)
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saberLength2 saberLength - how long the saber's second blade should be (minimum of 4)
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saberLength3 saberLength - how long the saber's third blade should be (minimum of 4)
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saberLength4 saberLength - how long the saber's fourth blade should be (minimum of 4)
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saberLength5 saberLength - how long the saber's fifth blade should be (minimum of 4)
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saberLength6 saberLength - how long the saber's sixth blade should be (minimum of 4)
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saberLength7 saberLength - how long the saber's seventh blade should be (minimum of 4)
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saberLength8 saberLength - how long the saber's eigth blade should be (minimum of 4)
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//saber radius
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//NOTE: these should be inputted in order - setting "saberLength" automatically sets all of the others to the same length
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saberRadius 3 - how wide the saber's first blade should be (minimum of 0.25)
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saberRadius2 saberRadius - how wide the saber's second blade should be (minimum of 0.25)
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saberRadius3 saberRadius - how wide the saber's third blade should be (minimum of 0.25)
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saberRadius4 saberRadius - how wide the saber's fourth blade should be (minimum of 0.25)
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saberRadius5 saberRadius - how wide the saber's fifth blade should be (minimum of 0.25)
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saberRadius6 saberRadius - how wide the saber's sixth blade should be (minimum of 0.25)
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saberRadius7 saberRadius - how wide the saber's seventh blade should be (minimum of 0.25)
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saberRadius8 saberRadius - how wide the saber's eigth blade should be (minimum of 0.25)
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//saberColor - valid colors: random, red, orange, yellow, green, blue, and purple
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//NOTE: these should be inputted in order - setting "saberColor" automatically sets all of the others to the same color
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saberColor red - what color the saber's 1st blade should be
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saberColor2 saberColor - what color the saber's 2nd blade should be
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saberColor3 saberColor - what color the saber's 3rd blade should be
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saberColor4 saberColor - what color the saber's 4th blade should be
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saberColor5 saberColor - what color the saber's 5th blade should be
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saberColor6 saberColor - what color the saber's 6th blade should be
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saberColor7 saberColor - what color the saber's 7th blade should be
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saberColor8 saberColor - what color the saber's 8th blade should be
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//locked style
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saberStyle none - what one style it's limited to, if any (fast, medium, strong, desann, tavion)
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//maxChain
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maxChain 0 - how many moves can be chained in a row with this weapon (-1 is infinite, 0 is use default behavior)
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//throwable
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lockable 1 - whether or not it can be stuck in a saber lock
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//throwable
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throwable 1 - whether or not it can be thrown
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//disarmable
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disarmable 1 - whether or not it can be disarmed (dropped)
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//blocking
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blocking 1 - whether or not user will try to block incoming shots (shots always bounce off it, this just determines if the user *tries* to block with it)
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//twoHanded
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twoHanded 0 - whether or not it requires 2 hands (makes it restrict force powers but makes it stronger in locks or parries)
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//force power restrictions
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forceRestrict 0 - what force powers it restricts, use these keys, a seperate entry per power:
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FP_HEAL
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FP_LEVITATION
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FP_SPEED
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FP_PUSH
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FP_PULL
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FP_TELEPATHY
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FP_GRIP
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FP_LIGHTNING
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FP_SABERTHROW
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FP_SABER_DEFENSE
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FP_SABER_OFFENSE
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//new Jedi Academy powers
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FP_RAGE
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FP_PROTECT
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FP_ABSORB
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FP_DRAIN
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FP_SEE
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//lockBonus
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lockBonus 0 - this pushes harder/weaker in saberlocks
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//parryBonus
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parryBonus 0 - this is stronger/weaker in a parry (harder to break, more likely to knockaway)
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//breakParryBonus
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breakParryBonus 0 - this is more/less likely to break a parry
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//disarmBonus
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disarmBonus 0 - this is more/less likely to disarm another saber in a saberlock or knockaway
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singleBladeStyle none - makes it so that you use a different style if you only have the first blade active
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singleBladeThrowable 0 - makes it so that you can throw this saber if only the first blade is on
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brokenSaber1 none - if saber is actually hit by another saber, it can be cut in half/broken and will be replaced with this saber in your right hand
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brokenSaber2 none - if saber is actually hit by another saber, it can be cut in half/broken and will be replaced with this saber in your left hand
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returnDamage 0 - when returning from a saber throw, it keeps spinning and doing damage
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//===The following fields were added later:===========================================================================
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//done in cgame (client-side code)
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noWallMarks 0 - if 1, stops the saber from drawing marks on the world (good for real-sword type mods)
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noDlight 0 - if 1, stops the saber from drawing a dynamic light (good for real-sword type mods)
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noBlade 0 - if 1, stops the saber from drawing a blade (good for real-sword type mods)
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trailStyle 0 - default (0) is normal, 1 is a motion blur and 2 is no trail at all (good for real-sword type mods)
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g2MarksShader none - if set, the game will use this shader for marks on enemies instead of the default "gfx/damage/saberglowmark"
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//done in game (server-side code)
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knockbackScale 0 - if non-zero, uses damage done to calculate an appropriate amount of knockback
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damageScale 1 - scale up or down the damage done by the saber
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noDismemberment 0 - if non-zero, the saber never does dismemberment (good for pointed/blunt melee weapons)
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bounceOnWalls 0 - if non-zero, the saber will bounce back when it hits solid architecture (good for real-sword type mods)
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noIdleEffect 0 - if non-zero, the saber will not do damage or any effects when it is idle (not in an attack anim). (good for real-sword type mods)
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stickOnImpact 0 - if non-zero, the saber will stick in the wall when thrown and hits solid architecture (good for sabers that are meant to be thrown).
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noAttack 0 - if non-zero, you cannot attack with the saber (for sabers/weapons that are meant to be thrown only, not used as melee weapons).
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//=========================================================================================================================================
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*/
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Kyle
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{
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name "Katarn"
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saberType SABER_SINGLE
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saberModel "models/weapons2/saber/saber_w.glm"
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soundOn "sound/weapons/saber/saberon.wav"
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soundLoop "sound/weapons/saber/saberhum4.wav"
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soundOff "sound/weapons/saber/saberoff.wav"
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saberLength 40
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saberColor blue
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}
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Kyle_boss
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{
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name "Katarn"
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saberType SABER_SINGLE
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saberModel "models/weapons2/saber/saber_w.glm"
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soundOn "sound/weapons/saber/saberon.wav"
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soundLoop "sound/weapons/saber/saberhum4.wav"
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soundOff "sound/weapons/saber/saberoff.wav"
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saberLength 40
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saberColor blue
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lockBonus 2
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parryBonus 2
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disarmBonus 2
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notInMP 1
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}
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Luke
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{
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name "Skywalker"
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saberType SABER_SINGLE
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saberModel "models/weapons2/saber_luke/saber_w.glm"
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soundOn "sound/weapons/saber/saberon.wav"
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soundLoop "sound/weapons/saber/saberhum5.wav"
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soundOff "sound/weapons/saber/saberoff.wav"
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saberLength 40
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saberColor green
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notInMP 1
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}
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Desann
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{
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name "Retribution"
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saberType SABER_SINGLE
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saberModel "models/weapons2/saber_desann/saber_w.glm"
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soundLoop "sound/weapons/saber/saberhum2.wav"
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// saberLength 48
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saberLength 64
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saberRadius 6
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saberColor red
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notInMP 1
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}
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RebornMaster
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{
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name "RebornMaster"
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saberType SABER_SINGLE
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saberModel "models/weapons2/saber_desann/saber_w.glm"
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soundLoop "sound/weapons/saber/saberhum2.wav"
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saberLength 48
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saberColor red
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lockBonus 1
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parryBonus 1
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breakParryBonus 1
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disarmBonus 2
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notInMP 1
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}
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Tavion
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{
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name "Stinger"
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saberType SABER_SINGLE
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saberModel "models/weapons2/saber_reborn/saber_w.glm"
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saberLength 40
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saberColor red
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notInMP 1
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}
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reborn_new
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{
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name "reborn_new"
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saberType SABER_SINGLE
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saberModel "models/weapons2/saber_reborn/saber_w.glm"
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saberLength 40
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saberColor red
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lockBonus 1
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parryBonus 1
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breakParryBonus 1
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disarmBonus 1
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notInMP 1
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}
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Shadowtrooper
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{
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name "Shadowtrooper"
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saberType SABER_SINGLE
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saberModel "models/weapons2/saber_reborn/saber_w.glm"
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saberLength 40
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saberColor red
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notInMP 1
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}
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Reborn
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{
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name "Reborn"
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saberType SABER_SINGLE
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saberModel "models/weapons2/saber_reborn/saber_w.glm"
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saberLength 32
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saberColor red
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notInMP 1
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}
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Training
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{
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name "Training"
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saberType SABER_SINGLE
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saberModel "models/weapons2/saber_reborn/saber_w.glm"
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soundOn "sound/weapons/saber/saberon.wav"
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soundLoop "sound/weapons/saber/saberhum4.wav"
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soundOff "sound/weapons/saber/saberoff.wav"
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saberLength 32
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saberColor yellow
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notInMP 1
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}
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Jedi
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{
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name "Apprentice"
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saberType SABER_SINGLE
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saberModel "models/weapons2/saber_reborn/saber_w.glm"
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soundOn "sound/weapons/saber/saberon.wav"
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soundLoop "sound/weapons/saber/saberhum1.wav"
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soundOff "sound/weapons/saber/saberoff.wav"
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saberLength 40
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saberColor random
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notInMP 1
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}
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Yoda
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{
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name "Eternal"
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saberType SABER_SINGLE
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saberModel "models/weapons2/saber_yoda/saber_w.glm"
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customSkin "models/weapons2/saber_yoda/saber_w.skin"
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soundOn "sound/weapons/saber/saberon.wav"
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soundLoop "sound/weapons/saber/saberhum1.wav"
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soundOff "sound/weapons/saber/saberoff.wav"
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saberLength 32
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saberColor green
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saberStyle tavion
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maxChain -1
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disarmable 0
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lockBonus 2
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parryBonus 5
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breakParryBonus 1
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disarmBonus 3
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notInMP 1
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}
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brokenStaff
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{
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saberType SABER_SINGLE
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//FIXME: need actual broken staff model
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saberModel "models/weapons2/saber_reborn/saber_w.glm"
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numBlades 1
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saberLength 32
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throwable 1
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twoHanded 0
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notInMP 1
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}
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droid
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{
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saberType SABER_SINGLE
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saberModel "models/weapons2/saber_reborn/saber_w.glm"
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soundOn "sound/weapons/saber/saberon.wav"
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soundLoop "sound/weapons/saber/saberhum4.wav"
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soundOff "sound/weapons/saber/saberoff.wav"
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saberLength 40
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saberColor yellow
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notInMP 1
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} |