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