Lord_Grismath
05-26-2002, 03:06 PM
I know, I know, the Cog Forum is a bit of a crutch for me, and I really should download ParSec (I will SOMEDAY), but hey, :P you're here for a reason. And you may launch your tomatoes.... now.
The wise *snicker* sage *double snicker* Grismath had the equally... err... 'wise' idea of adding more than MotS' "twelve or whatever" weapon slots would easily allow.
It was thus that, with the advice of Bel Iblis, the following COG concept was drafted:
A system, basically much like that used in Max Payne, in which the player first selects a class of weapons (i.e. Swords, Bludgeons, Tools) and then the invidual weapon (i.e. Short Sword, Mace, Pitchfork). Meaning that they would for instance hit [1] for the unarmed combat category, and then [2] for Gauntlets.
I decided that a playeraction cog was thus in order, and this is what I've coded so far:
# Rites of Xanthus TC Cog Script
#
# WEAPLIST.COG
# 5.25.02
# -by Lord_Grismath (GrismathDynasty@Hotmail.com)
#
# Description
#
# This allows the player to have a theoretically
# limitless number of weapons (bins permitting)
# and not governed by the default weapon slots.
#
# WORK IN PROGRESS
#
# SendMessage(converse01_cog, user0);
#
# This Cog is Not supported by LucasArts Entertainment Co
symbols
message startup
message playeraction
int input=-1 local
cog weap_saber_m_cog=0
end
# ================================================== ======================================
code
startup:
SetActionCog(GetSelfCog(), 0x80);
input=0;
return;
playeraction:
if(GetParam(0) == 7.0) {
if(input == -1) {
if(GetParam(2) == 13.0)
{
input=1;
print("Unarmed");
// Unarmed
}
if(GetParam(2) == 14.0)
{
input=2;
print("Daggers");
// Daggers
}
if(GetParam(2) == 15.0)
{
input=3;
print("Swords");
// Swords
}
if(GetParam(2) == 16.0)
{
input=4;
print("Bludgeons");
// Bludgeons
}
if(GetParam(2) == 17.0)
{
input=5;
print("Ranged Weapons");
// Ranged Weapons
}
if(GetParam(2) == 18.0)
{
input=6;
print("Heavy Weapons");
// Heavy Weapons
}
if(GetParam(2) == 19.0)
{
input=7;
print("Staves");
// Staves
}
if(GetParam(2) == 20.0)
{
input=8;
print("Mystic Weapons");
// Mystic Weapons
}
if(GetParam(2) == 21.0)
{
input=9;
print("Tools");
// Tools
}
if(GetParam(2) == 22.0)
{
input=0;
print("Miscellaneous");
// Miscellaneous
}
} if(input == 1) {
if(GetParam(2) == 13.0)
{
input=-1;
print("Bare Fists");
// Bare Fists
}
if(GetParam(2) == 14.0)
{
input=-1;
print("Gauntlets");
// Gauntlets
}
}
} if(input == 2) {
if(GetParam(2) == 13.0)
{
input=-1;
print("Knife");
SendMessage(weap_saber_m_cog, selected);
// Knife
}
if(GetParam(2) == 14.0)
{
input=-1;
print("Poinard");
// Poniard
}
}
ReturnEx(0.0);
Return;
#================================================= ===================================
end
And, here's a part of the items.dat, as I feel that the problem may also lie within this as well.
###########
# Weapons #
###########
# ================================================== ======================================
none 120 0 0 0x004
fists 121 1 1 0x024 cog=weap_fists_m.cog
gauntlets 144 1 1 0x024 cog=weap_gaunts_m.cog
knife 131 0 8 0x0a4 cog=weap_saber_m.cog
poinard 145 0 8 0x0a4 cog=weap_poinard_m.cog
shortsword 148 0 1 0x0a4 cog=weap_shsword_m.cog
two_shortswords 149 0 2 0x0a4 cog=weap_2short_m.cog
bryar_pistol 122 0 1 0x0a4 cog=weap_bryar_m.cog
blastech 132 0 1 0x0a4 cog=weap_blastech_m.cog
two_handed 146 0 1 0x0a4 cog=weap_2hand_m.cog
greatsword 147 0 1 0x0a4 cog=weap_grsword_m.cog
club 151 0 1 0x0a4 cog=weap_club_m.cog
mace 134 0 1 0x0a4 cog=weap_flash_m.cog
longbow 124 0 30 0x0a4 cog=weap_thermdet_m.cog
throwing_axe 152 0 10 0x0a4 cog=weap_axethrow_m.cog
javelin 153 0 3 0x0a4 cog=weap_javelin_m.cog
ugrosh 154 0 1 0x0a4 cog=weap_ugrosh_m.cog
# incomplete from here on
stormtrooper_rifle 123 0 1 0x0a4 cog=weap_strifle_m.cog
para_EWEB 125 0 0 0x0a4 cog=weap_empty_m.cog
repeater 126 0 1 0x0a4 cog=weap_repeater_m.cog
rail_detonator 127 0 1 0x0a4 cog=weap_raildet_m.cog
sequencer_charge 128 0 1 0x0a4 cog=weap_seqcharge_m.cog
concussion_rifle 129 0 0 0x0a4 cog=weap_concrifle_m.cog
EWEB 130 0 32000 0x0b4 cog=weap_EWEB_m.cog
stormtrooper_scope 133 0 0 0x0a4 cog=weap_empty_m.cog
tusken_prod 135 0 1 0x0a4 cog=weap_crossbow_m.cog
para_repeater 136 0 0 0x0a4 cog=weap_empty_m.cog
rail_seeker 137 0 1 0x0a4 cog=weap_railseek_m.cog
manual_sequencer 138 0 30 0x0a4 cog=weap_manseq_m.cog
para_concussion 139 0 0 0x0a4 cog=weap_concrifle_m.cog
carbo_gun 140 0 0 0x0a4 cog=weap_carbgun_m.cog
weaponweight 141 1 1 0x000 cog=weaponweight.cog
cameracycle 142 1 1 0x000 cog=camera.cog
weaponlist 143 1 1 0x000 cog=weaplist.cog
# ================================================== ======================================
I GOOed it all (it's for MotS), and tested it, but it didn't do anything at all. :P
The wise *snicker* sage *double snicker* Grismath had the equally... err... 'wise' idea of adding more than MotS' "twelve or whatever" weapon slots would easily allow.
It was thus that, with the advice of Bel Iblis, the following COG concept was drafted:
A system, basically much like that used in Max Payne, in which the player first selects a class of weapons (i.e. Swords, Bludgeons, Tools) and then the invidual weapon (i.e. Short Sword, Mace, Pitchfork). Meaning that they would for instance hit [1] for the unarmed combat category, and then [2] for Gauntlets.
I decided that a playeraction cog was thus in order, and this is what I've coded so far:
# Rites of Xanthus TC Cog Script
#
# WEAPLIST.COG
# 5.25.02
# -by Lord_Grismath (GrismathDynasty@Hotmail.com)
#
# Description
#
# This allows the player to have a theoretically
# limitless number of weapons (bins permitting)
# and not governed by the default weapon slots.
#
# WORK IN PROGRESS
#
# SendMessage(converse01_cog, user0);
#
# This Cog is Not supported by LucasArts Entertainment Co
symbols
message startup
message playeraction
int input=-1 local
cog weap_saber_m_cog=0
end
# ================================================== ======================================
code
startup:
SetActionCog(GetSelfCog(), 0x80);
input=0;
return;
playeraction:
if(GetParam(0) == 7.0) {
if(input == -1) {
if(GetParam(2) == 13.0)
{
input=1;
print("Unarmed");
// Unarmed
}
if(GetParam(2) == 14.0)
{
input=2;
print("Daggers");
// Daggers
}
if(GetParam(2) == 15.0)
{
input=3;
print("Swords");
// Swords
}
if(GetParam(2) == 16.0)
{
input=4;
print("Bludgeons");
// Bludgeons
}
if(GetParam(2) == 17.0)
{
input=5;
print("Ranged Weapons");
// Ranged Weapons
}
if(GetParam(2) == 18.0)
{
input=6;
print("Heavy Weapons");
// Heavy Weapons
}
if(GetParam(2) == 19.0)
{
input=7;
print("Staves");
// Staves
}
if(GetParam(2) == 20.0)
{
input=8;
print("Mystic Weapons");
// Mystic Weapons
}
if(GetParam(2) == 21.0)
{
input=9;
print("Tools");
// Tools
}
if(GetParam(2) == 22.0)
{
input=0;
print("Miscellaneous");
// Miscellaneous
}
} if(input == 1) {
if(GetParam(2) == 13.0)
{
input=-1;
print("Bare Fists");
// Bare Fists
}
if(GetParam(2) == 14.0)
{
input=-1;
print("Gauntlets");
// Gauntlets
}
}
} if(input == 2) {
if(GetParam(2) == 13.0)
{
input=-1;
print("Knife");
SendMessage(weap_saber_m_cog, selected);
// Knife
}
if(GetParam(2) == 14.0)
{
input=-1;
print("Poinard");
// Poniard
}
}
ReturnEx(0.0);
Return;
#================================================= ===================================
end
And, here's a part of the items.dat, as I feel that the problem may also lie within this as well.
###########
# Weapons #
###########
# ================================================== ======================================
none 120 0 0 0x004
fists 121 1 1 0x024 cog=weap_fists_m.cog
gauntlets 144 1 1 0x024 cog=weap_gaunts_m.cog
knife 131 0 8 0x0a4 cog=weap_saber_m.cog
poinard 145 0 8 0x0a4 cog=weap_poinard_m.cog
shortsword 148 0 1 0x0a4 cog=weap_shsword_m.cog
two_shortswords 149 0 2 0x0a4 cog=weap_2short_m.cog
bryar_pistol 122 0 1 0x0a4 cog=weap_bryar_m.cog
blastech 132 0 1 0x0a4 cog=weap_blastech_m.cog
two_handed 146 0 1 0x0a4 cog=weap_2hand_m.cog
greatsword 147 0 1 0x0a4 cog=weap_grsword_m.cog
club 151 0 1 0x0a4 cog=weap_club_m.cog
mace 134 0 1 0x0a4 cog=weap_flash_m.cog
longbow 124 0 30 0x0a4 cog=weap_thermdet_m.cog
throwing_axe 152 0 10 0x0a4 cog=weap_axethrow_m.cog
javelin 153 0 3 0x0a4 cog=weap_javelin_m.cog
ugrosh 154 0 1 0x0a4 cog=weap_ugrosh_m.cog
# incomplete from here on
stormtrooper_rifle 123 0 1 0x0a4 cog=weap_strifle_m.cog
para_EWEB 125 0 0 0x0a4 cog=weap_empty_m.cog
repeater 126 0 1 0x0a4 cog=weap_repeater_m.cog
rail_detonator 127 0 1 0x0a4 cog=weap_raildet_m.cog
sequencer_charge 128 0 1 0x0a4 cog=weap_seqcharge_m.cog
concussion_rifle 129 0 0 0x0a4 cog=weap_concrifle_m.cog
EWEB 130 0 32000 0x0b4 cog=weap_EWEB_m.cog
stormtrooper_scope 133 0 0 0x0a4 cog=weap_empty_m.cog
tusken_prod 135 0 1 0x0a4 cog=weap_crossbow_m.cog
para_repeater 136 0 0 0x0a4 cog=weap_empty_m.cog
rail_seeker 137 0 1 0x0a4 cog=weap_railseek_m.cog
manual_sequencer 138 0 30 0x0a4 cog=weap_manseq_m.cog
para_concussion 139 0 0 0x0a4 cog=weap_concrifle_m.cog
carbo_gun 140 0 0 0x0a4 cog=weap_carbgun_m.cog
weaponweight 141 1 1 0x000 cog=weaponweight.cog
cameracycle 142 1 1 0x000 cog=camera.cog
weaponlist 143 1 1 0x000 cog=weaplist.cog
# ================================================== ======================================
I GOOed it all (it's for MotS), and tested it, but it didn't do anything at all. :P