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Spell in RPG mode Problems

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owenisred
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Name: Owen

Re: Spell in RPG mode Problems

Post by owenisred »

Is it? I don't know :@

I thought it could be something to do with the particle description, somehow attaching itself to the m3d of the projectile, then every time the m3d is used the particles come off it.

Can anyone tell me for sure?

Thanks,
Owen.
I'm taking modelling requests again - any models you want created,skinned or animated (or all 3) leave a post here:

viewtopic.php?f=9&t=2704&start=0

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chocolatepie33
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Re: Spell in RPG mode Problems

Post by chocolatepie33 »

owenisred wrote:Thanks for the reply, my problem is that I dont understand how the spells relate to the particles in a script.
spawn_spell = [
r_type 2
r_icon fire
r_description "FIRE!!!"
r_name "fireball"
r_spell_type $STYPE_TARGET
r_spell_gravity 20
r_spell_cost 20
r_spell_range 64
r_addeffect $STATUS_HEALTH -40 1 $ATTACK_MAGIC
r_addeffect $STATUS_HEALTH -30 5000 (| $ATTACK_FIRE $ATTACK_MAGIC)

r_interact [
r_select $rpginteract
r_pickup $rpgself
]
]
Is the fireball spell.


Where is there a mention of particles? Why does the fireball spell take the fireball particles, and not the frost particles, or indeed any particles at all?
That first part, r_type 2, denotes that it uses appearance affect 2, which are all at the bottom. If you changed the type #, then it'd have a different appearance affect.
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owenisred
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Name: Owen

Re: Spell in RPG mode Problems

Post by owenisred »

I think I love you.

lol

Seriously thanks a lot. Last tie-up questions...

1. In the particlaes descriptions, their "numbers" are commented out. Example
r_proj_new //5
r_proj_mdl rock...
Any Idea how the r_type part chooses which particles it should take (ask me if you don't understand this question)

2. In the example above; the fire spell, it has r_type 2

This is my particles part:
//definition of effect 0
r_proj_new //new particle
r_proj_projpart $PART_EXPLOSION
r_proj_projsize 16
r_proj_projcol 0xFF4F00
r_proj_trailsize 2.5
r_proj_trailpart $PART_SMOKE
r_proj_trailcol 0x2F2F2F
r_proj_trailfade 1500
r_proj_gravity -12
r_proj_lightradius 64
r_proj_lightcolour 0xFF4F00
r_proj_basevel 250

r_proj_new //effect 1
r_proj_projcol 0x3F8FFF
r_proj_projpart $PART_FIREBALL2
r_proj_projsize 2.5
r_proj_gravity 200
r_proj_lightradius 32
r_proj_lightcolour 0x3F8FFF
r_proj_deathpartcol 0x3F8FFF
r_proj_deathlightinitcol 0x3F8FFF
r_proj_deathlightfade 500
r_proj_deathdecal -1

r_proj_new //2
r_proj_mdl hirato/arrow
r_proj_flags 0
r_proj_deathpart $PART_SMOKE
r_proj_deathpartcol 0x222222
r_proj_deathfade 600
r_proj_gravity 0
r_proj_deathdecal 3
r_proj_basevel 500

r_proj_new //3
r_proj_deathpart $PART_FIREBALL1
r_proj_deathpartcol 0x3FFF3F
r_proj_deathlightinitcol 0x3FFF3F
r_proj_lightcolour 0x3FFF3F
r_proj_deathdecal -1

r_proj_new //4
r_proj_flags 0
r_proj_projpart $PART_SNOW
r_proj_projcol 0x3F8FFF
r_proj_deathpart $PART_SNOW
r_proj_deathpartcol 0x3F8FFF
r_proj_deathfade 1000
r_proj_gravity -20
r_proj_deathdecal 2
r_proj_kickback 2

r_proj_new //5
r_proj_mdl rock
r_proj_basevel 200
r_proj_kickback 50
r_proj_trailpart $PART_LIGHTNING
r_proj_trailcol 0x7F7F7F
r_proj_trailsize 1
r_proj_trailfade 500
r_proj_gravity 200
r_proj_lightradius 64
r_proj_deathpart $PART_LIGHTNING
r_proj_deathpartcol 0xFFBF00
r_proj_deathpartsize 5
r_proj_deathfade 400
Type 2 - which one of these does it refer to?

3 Finally, some spells simply have $ENT_SPELL without a number (frostbite for example.) Yet still (appear) yto give off particles - and have a corresponding particles part below - how come?

Thanks,
owen.
I'm taking modelling requests again - any models you want created,skinned or animated (or all 3) leave a post here:

viewtopic.php?f=9&t=2704&start=0

My tutorial site - still under construction, but lots of good stuff there:

http://pasandbox.webs.com/
owenisred
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Posts: 452
Joined: August 9th, 2010, 9:33 am
Name: Owen

Re: Spell in RPG mode Problems

Post by owenisred »

I think I love you.

lol

Seriously thanks a lot. Last tie-up questions...

1. In the particlaes descriptions, their "numbers" are commented out. Example
r_proj_new //5
r_proj_mdl rock...
Any Idea how the r_type part chooses which particles it should take (ask me if you don't understand this question)

2. In the example above; the fire spell, it has r_type 2

This is my particles part:
//definition of effect 0
r_proj_new //new particle
r_proj_projpart $PART_EXPLOSION
r_proj_projsize 16
r_proj_projcol 0xFF4F00
r_proj_trailsize 2.5
r_proj_trailpart $PART_SMOKE
r_proj_trailcol 0x2F2F2F
r_proj_trailfade 1500
r_proj_gravity -12
r_proj_lightradius 64
r_proj_lightcolour 0xFF4F00
r_proj_basevel 250

r_proj_new //effect 1
r_proj_projcol 0x3F8FFF
r_proj_projpart $PART_FIREBALL2
r_proj_projsize 2.5
r_proj_gravity 200
r_proj_lightradius 32
r_proj_lightcolour 0x3F8FFF
r_proj_deathpartcol 0x3F8FFF
r_proj_deathlightinitcol 0x3F8FFF
r_proj_deathlightfade 500
r_proj_deathdecal -1

r_proj_new //2
r_proj_mdl hirato/arrow
r_proj_flags 0
r_proj_deathpart $PART_SMOKE
r_proj_deathpartcol 0x222222
r_proj_deathfade 600
r_proj_gravity 0
r_proj_deathdecal 3
r_proj_basevel 500

r_proj_new //3
r_proj_deathpart $PART_FIREBALL1
r_proj_deathpartcol 0x3FFF3F
r_proj_deathlightinitcol 0x3FFF3F
r_proj_lightcolour 0x3FFF3F
r_proj_deathdecal -1

r_proj_new //4
r_proj_flags 0
r_proj_projpart $PART_SNOW
r_proj_projcol 0x3F8FFF
r_proj_deathpart $PART_SNOW
r_proj_deathpartcol 0x3F8FFF
r_proj_deathfade 1000
r_proj_gravity -20
r_proj_deathdecal 2
r_proj_kickback 2

r_proj_new //5
r_proj_mdl rock
r_proj_basevel 200
r_proj_kickback 50
r_proj_trailpart $PART_LIGHTNING
r_proj_trailcol 0x7F7F7F
r_proj_trailsize 1
r_proj_trailfade 500
r_proj_gravity 200
r_proj_lightradius 64
r_proj_deathpart $PART_LIGHTNING
r_proj_deathpartcol 0xFFBF00
r_proj_deathpartsize 5
r_proj_deathfade 400
Type 2 - which one of these does it refer to?

3 Finally, some spells simply have $ENT_SPELL without a number (frostbite for example.) Yet still (appear) yto give off particles - and have a corresponding particles part below - how come?

Thanks,
owen.
I'm taking modelling requests again - any models you want created,skinned or animated (or all 3) leave a post here:

viewtopic.php?f=9&t=2704&start=0

My tutorial site - still under construction, but lots of good stuff there:

http://pasandbox.webs.com/
Hirato
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Posts: 689
Joined: May 30th, 2009, 1:23 pm
IRC Username: hirato

Re: Spell in RPG mode Problems

Post by Hirato »

everything is given a default when initialised. The commands simply overwrite them.

the comments after r_proj_new just keeps track of the indices, as the command adds a new one onto the end of the list.
you'd specify this number in whatever the command is for assigning the particles

if the source code is included (should be) you can look in src/rpggame/rpggame.h for the defaults
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chocolatepie33
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Posts: 2458
Joined: April 27th, 2010, 5:31 pm
IRC Username: CP

Re: Spell in RPG mode Problems

Post by chocolatepie33 »

Also, kinda like Arc, I had made a tutorial for this (more particle appearance, not effects like Arc did, though).
You can look @ it here... viewtopic.php?f=24&t=1169
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Save the wiki!
owenisred
Member
Member
Posts: 452
Joined: August 9th, 2010, 9:33 am
Name: Owen

Re: Spell in RPG mode Problems

Post by owenisred »

Thanks for the responses - I have just thought on somethings that could possibly help me a lot. Could someone post their game_rpg.cfg file here, if that file has a custom made spell that gives off particles? That would solve all my problems.

Thanks,
Owen.
I'm taking modelling requests again - any models you want created,skinned or animated (or all 3) leave a post here:

viewtopic.php?f=9&t=2704&start=0

My tutorial site - still under construction, but lots of good stuff there:

http://pasandbox.webs.com/
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