mirror of
https://github.com/ProjectSWGCore/NGECore2.git
synced 2026-10-12 02:13:48 -04:00
Refactored WeaponObject
The scripting of weapons should be much, much easier now. See the included examples in DevService. Attributes such as attack speed and range are now being read/written to the actual items attributes.
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@@ -18,7 +18,7 @@ def run(core, actor, target, commandString):
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elementalType = weapon.getElementalType()
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commandName = ''
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if elementalType == '@obj_attr_n:elemental_heat':
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if elementalType == 'heat':
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if actor.getLevel() >= 58:
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commandName = 'co_hw_dot_fire_1'
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if actor.getLevel() >= 60:
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@@ -29,7 +29,7 @@ def run(core, actor, target, commandString):
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commandName = 'co_hw_dot_fire_4'
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if actor.getLevel() >= 90:
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commandName = 'co_hw_dot_fire_5'
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elif elementalType == '@obj_attr_n:elemental_cold':
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elif elementalType == 'cold':
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if actor.getLevel() >= 58:
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commandName = 'co_hw_dot_cold_1'
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if actor.getLevel() >= 60:
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@@ -40,7 +40,7 @@ def run(core, actor, target, commandString):
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commandName = 'co_hw_dot_cold_4'
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if actor.getLevel() >= 90:
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commandName = 'co_hw_dot_cold_5'
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elif elementalType == '@obj_attr_n:elemental_acid':
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elif elementalType == 'acid':
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if actor.getLevel() >= 58:
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commandName = 'co_hw_dot_acid_1'
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if actor.getLevel() >= 60:
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@@ -51,7 +51,7 @@ def run(core, actor, target, commandString):
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commandName = 'co_hw_dot_acid_4'
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if actor.getLevel() >= 90:
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commandName = 'co_hw_dot_acid_5'
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elif elementalType == '@obj_attr_n:elemental_electricity':
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elif elementalType == 'electricity':
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if actor.getLevel() >= 58:
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commandName = 'co_hw_dot_electrical_1'
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if actor.getLevel() >= 60:
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@@ -62,7 +62,7 @@ def run(core, actor, target, commandString):
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commandName = 'co_hw_dot_electrical_4'
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if actor.getLevel() >= 90:
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commandName = 'co_hw_dot_electrical_5'
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elif elementalType == '@obj_attr_n:elemental_energy':
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elif elementalType == 'energy':
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if actor.getLevel() >= 58:
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commandName = 'co_hw_dot_energy_1'
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if actor.getLevel() >= 60:
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@@ -73,7 +73,7 @@ def run(core, actor, target, commandString):
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commandName = 'co_hw_dot_energy_4'
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if actor.getLevel() >= 90:
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commandName = 'co_hw_dot_energy_5'
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elif elementalType =='@obj_attr_n:elemental_kinetic':
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elif elementalType =='kinetic':
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if actor.getLevel() >= 58:
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commandName = 'co_hw_dot_kinetic_1'
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if actor.getLevel() >= 60:
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@@ -1,25 +1,37 @@
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import sys
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def Rifle():
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def weap_0():
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return "expertise_critical_rifle"
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def Carbine():
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def weap_1():
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return "expertise_critical_carbine"
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def Pistol():
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def weap_2():
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return "expertise_critical_pistol"
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def OneHandedMelee():
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def weap_4():
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return "expertise_critical_1h"
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def TwoHandedMelee():
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def weap_5():
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return "expertise_critical_2h"
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def Unarmed():
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def weap_6():
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return "expertise_critical_unarmed"
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def Polearm():
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def weap_7():
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return "expertise_critical_polearm"
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def FreeTargetingHeavyWeapon():
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def weap_9():
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return ""
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def weap_10():
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return ""
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def weap_11():
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return ""
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def weap_12():
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return "expertise_critical_heavy"
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def weap_13():
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return "expertise_critical_heavy"
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@@ -1,4 +1,11 @@
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import sys
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def setup(core, object):
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object.setAttackSpeed(1)
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object.setDamageType("kinetic")
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object.setMinDamage(50)
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object.setMaxDamage(100)
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object.setMaxRange(5)
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object.setWeaponType(6)
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return
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