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How to develop weapons for MetaLife 1.10 PART TWO
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How to develop weapons for MetaLife 1.10 PART TWO
... continued
10. COMPATIBILITY
You are encourages to use the damage types
For backwards compatibility the usual safezone damage types are supported, as well several fancy damage types that appeared recently. The translation table is this (delay is calculated using the above formulae):
If you want to make a weapon with an individual character, do this by adjusting these values by yourself.
For helmets use the command:
where OWNER_NAME is the name of the owner and XX is a number between 1 and 80 indicating the strength of the helmet.
Note: the stronger the helmet, the smaller will be the visible area on your screen!
For armor use the command:
where OWNER_NAME is the name of the owner and XX is a number between 1 and 80 indicating the strength of the armor.
Note: the stronger the armor, the more stamina you will need when running!
For shielding/blocking use the command:
where OWNER_NAME is the name of the owner and XX is a number between 1 and 80 indicating the strength of the shielding/blocking.
Note: the stronger the shielding, the more stamina will be used!
Note: any weapon can be set up as shielding/blocking device, for example a sword
Only one helmet and one piece of armor can be attached at a time. Helmets decrease the damage delivered on head hits, armor decreases the damage delivered on the upper body. There can be multiple shields/blocking devices, but only the strongest will be active.
11. EXAMPLES
For a sword the following commands are equivalent
For a dagger the following commands are equivalent
For an arrow the following commands are equivalent
12. Q & A
Questions and suggestions should be directed to SevenSinsCeo, SevenSinsadmin and SevenSinsCao Resident
10. COMPATIBILITY
You are encourages to use the damage types
- damage|STRENGTH (for ranged weapons and traps)
damage|STRENGTH|RANGE|STAMINA_DAMAGE (for melee weapons)
For backwards compatibility the usual safezone damage types are supported, as well several fancy damage types that appeared recently. The translation table is this (delay is calculated using the above formulae):
TYPE | DAMAGE | STAMINA DAMAGE | CORE-RANGE (m) | min. DELAY (s) |
sword | 15 | 0 | 1.5 | 0.50 |
punch | 5 | 3 | 1.0 | 0.17 |
kick | 7 | 3 | 1.2 | 0.24 |
dagger | 10 | 0 | 1.0 | 0.34 |
axe | 18 | 0 | 1.5 | 0.60 |
blunt | 18 | 0 | 1.5 | 0.60 |
great | 18 | 0 | 1.5 | 0.60 |
longsword | 15 | 0 | 2.0 | 0.50 |
2hsword | 15 | 0 | 1.5 | 0.50 |
2haxe | 18 | 0 | 1.5 | 0.60 |
maul | 15 | 0 | 2.5 | 0.50 |
staff | 15 | 0 | 2.5 | 0.50 |
hammer | 25 | 0 | 1.7 | 0.84 |
2hhammer | 25 | 0 | 1.7 | 0.84 |
goad | 15 | 0 | 2.0 | 0.50 |
spear | 15 | 0 | 3.0 | 0.50 |
arrow | 15 | 0 | 0.90 | |
arrow~splash | 15 | 0 | 0.90 | |
arrow~direct | 15 | 0 | 0.90 | |
larrow | 15 | 0 | 0.90 | |
larrow~direct | 15 | 0 | 0.90 | |
larrow~splash | 15 | 0 | 0.90 | |
bullet | 15 | 0 | 0.90 | |
bolt | 20 | 0 | 1.20 | |
bolt~splash | 20 | 0 | 1.20 | |
bolt~direct | 20 | 0 | 1.20 | |
hbolt | 20 | 0 | 1.20 | |
hbolt~direct | 20 | 0 | 1.20 | |
hbolt~splash | 20 | 0 | 1.20 | |
thrown~dagger | 12 | 0 | 0.72 | |
bola | 20 | 0 | 1.20 | |
siege | 40 | 0 | 2.40 | |
poison | 10 | 0 | 0.60 | |
fire | 10 | 0 | 0.60 | |
trap | 8 | 0 | 0.48 |
If you want to make a weapon with an individual character, do this by adjusting these values by yourself.
For helmets use the command:
- helmet,OWNER_NAME,OWNER_NAME
helmet|XX,OWNER_NAME,OWNER_NAME
where OWNER_NAME is the name of the owner and XX is a number between 1 and 80 indicating the strength of the helmet.
Note: the stronger the helmet, the smaller will be the visible area on your screen!
For armor use the command:
- amor,OWNER_NAME,OWNER_NAME
armor|XX,OWNER_NAME,OWNER_NAME
where OWNER_NAME is the name of the owner and XX is a number between 1 and 80 indicating the strength of the armor.
Note: the stronger the armor, the more stamina you will need when running!
For shielding/blocking use the command:
- shield|XX,OWNER_NAME,OWNER_NAME
where OWNER_NAME is the name of the owner and XX is a number between 1 and 80 indicating the strength of the shielding/blocking.
Note: the stronger the shielding, the more stamina will be used!
Note: any weapon can be set up as shielding/blocking device, for example a sword
Only one helmet and one piece of armor can be attached at a time. Helmets decrease the damage delivered on head hits, armor decreases the damage delivered on the upper body. There can be multiple shields/blocking devices, but only the strongest will be active.
11. EXAMPLES
For a sword the following commands are equivalent
llWhisper( (integer)("0x"+llGetSubString((string)llDetectedKey(0),0,7)), "sword,"+llKey2Name(llGetOwner())+","+llDetectedName(0));
llWhisper( (integer)("0x"+llGetSubString((string)llDetectedKey(0),0,7)), "damage,"+llKey2Name(llGetOwner())+","+llDetectedName(0));
llWhisper( (integer)("0x"+llGetSubString((string)llDetectedKey(0),0,7)), "damage|15,"+llKey2Name(llGetOwner())+","+llDetectedName(0));
llWhisper( (integer)("0x"+llGetSubString((string)llDetectedKey(0),0,7)), "damage|15|1.5,"+llKey2Name(llGetOwner())+","+llDetectedName(0));
For a dagger the following commands are equivalent
llWhisper( (integer)("0x"+llGetSubString((string)llDetectedKey(0),0,7)), "dagger,"+llKey2Name(llGetOwner())+","+llDetectedName(0));
llWhisper( (integer)("0x"+llGetSubString((string)llDetectedKey(0),0,7)), "damage|10|1.0,"+llKey2Name(llGetOwner())+","+llDetectedName(0));
For an arrow the following commands are equivalent
llWhisper( (integer)("0x"+llGetSubString((string)llDetectedKey(0),0,7)), "arrow,"+llKey2Name(llGetOwner())+","+llDetectedName(0));
llWhisper( (integer)("0x"+llGetSubString((string)llDetectedKey(0),0,7)), "damage,"+llKey2Name(llGetOwner())+","+llDetectedName(0));
llWhisper( (integer)("0x"+llGetSubString((string)llDetectedKey(0),0,7)), "damage|15,"+llKey2Name(llGetOwner())+","+llDetectedName(0));
12. Q & A
- Q: So, you don't restrict the damage values. Does that mean I can build a sword with really really high damage?
- A: Yes, you can do that. You won't be able to create a super-weapon, though, because your weapon will be slow then. Actually it is good to build weapon which do high damage, because the overall effect will that combat as whole becomes slower and therefore fighters with good technique get more advantages.
- Q: Can I make a sword which has a range of 10 m?
- A: There is a hard cutoff at 5.5 m for any weapon. You can build weapons with high range, but remember: the higher the range, the smaller the opening angle and the more difficult will aiming be. Make sure that the parameters of your weapon suit its design.
- Q: Other meters/protocols only specify a maximum range for each weapon type. Now, what are these core ranges you introduced?
- Q: The core range is the range in which a melee weapon works best. You can deliver the hardest sword strikes at a certain distance from the victim, but if you're too far away you will do less or no damage. But MetaLife also realizes that you can't use your sword with full effect when you're too close to the victim. This is even more obvious with spears: they are great at high ranges, but useless when you stand 10 cm in front of your vitctim.
- Q: I don't care about your requirements for time delays and opening angles. I want to build fast weapons which attack at 360°.
- A: /me shrugs. Do whatever you want. MetaLife will enforce the time delays and opening angles. You gain nothing besides contributing to sim lag.
- Q: I don't care about your requirements for time delays and opening angles. I want to build fast weapons which attack at 360°.
Questions and suggestions should be directed to SevenSinsCeo, SevenSinsadmin and SevenSinsCao Resident
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