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Pirate system - Printable Version

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+--- Forum: Script Requests (/Forum-Script-Requests)
+--- Thread: Pirate system (/Thread-Pirate-system)



Pirate system - ograso - 03-21-2015 02:21 AM

Can anyone share pirate system?


RE: Pirate system - richm - 03-23-2015 03:14 AM

ha! if you get one sent be sure to send it my way too Wink


RE: Pirate system - ograso - 03-23-2015 06:18 AM

Hahahaha. I dont think some one will. we arent competitor but Nobody wanna share Smile


RE: Pirate system - XuN - 03-23-2015 06:37 PM

Maybe nobody has ... or your petition is a little vague, could you guys explain a little what do you understand as 'pirate system'? With this description I can just send you a

[chardef c_pirate]
...
...

ON=@Create
say I'm the best pirat' system evah!!! Mwahahaha

Done XD


RE: Pirate system - ograso - 03-24-2015 10:25 AM

Yeah XuN totaly right. I am trying tell you about What I understand or What I want.

First thing first is the battle between ships; This kind of ships should be brakeable and ofcourse should be a live. also Ship live should be decrease when every canon fired but canon direction is too important. for example; Damage rate must be different if the canon direction is larboard or startboard (Idk ship terminology). Damage rate should be decrease When the ship live goes down.

This kind of ships or battle details and balance is the hardest one. we can continue to do other details If you profesional guys help us about this things.

- Brakeable Ships. Should use different multis component when ship damaged
- Canon Direction and damages
- Damage balance for different places of ship


RE: Pirate system - XuN - 03-24-2015 09:21 PM

I don't have this done (Maybe Mirror wants to share Big Grin), however for ship's 'breaking' there are different ship's multidef for their 3 states of damage (they also have the speedmodes added)


Let's give you some base to work from:

Code:
[TYPEDEF t_ship]//give ships some kind of HP
ON=@Create
tag.hitpoints=2000
tag.stage=0//no damage

ON=@GetHit
tag.hitpoints -=<argn>
if (<tag.hitpoints>< 1000 && <tag.stage>< 1)
ShipIncreaseDamageID
elseif ( <tag.hitpoints>< 500 && <tag.stage>< 2)
ShipIncreaseDamageID
elseif (<tag.hitpoints>< 0) // you can use stage=2 instead of this to 'disable' ship
//BOOM
endif

[Function ShipIncreaseDamageID]
if (<height> > 10 ) //smaller ships have so much less height, not the best way to check it but a reliable one for the example.
id +=4
endif



RE: Pirate system - richm - 03-25-2015 08:26 AM

When i saw his request for a pirate system i automatically assumed battle ships. Thats a script id like to see in the community pack Wink