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katanamaru

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    Houston TX
  • Interests
    Historical European Martial Arts (HEMA)
    longsword, sword and buckler, saber, montante (great sword)
    weight lifting
    video games

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  1. Can someone please copy and paste the most recent sabers.sab file? The one in assests1.pk3 is the old one. I can't get to my older laptop that has the up to date one on it. Or message it to me. Thanks.

    1. Aldro Koon

      Aldro Koon

      Here you go

      Spoiler

       

      //Lightsaber configurations, use by name

      /*
      NOTE: add new sabers by putting their entries in a .sab file in ext_data

      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 ?

          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
      */

      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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