User:Allen Kerensky/Myriad Lite Preview 5/Melee

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Revision as of 10:04, 6 February 2012

Contents

Myriad Lite Melee

Melee weapons are hand-held weapons that strike opponents directly around you, as opposed to a ranged weapon like a firearm or bow.

Melee Attack Dice

The Myriad RPG System includes these reference melee weapon attack/damage suggestions:

  1. Unarmed Combat
  2. Short animal claws, knife, dagger, blackjack, knuckledusters
  3. Long animal claws, short sword, machete, wooden baseball bat, staff
  4. Fire axe, long sword, katana, aluminum baseball bat, poleaxe
  5. Battleaxe, claymore, laser sword, daikatana, double-ended polearm

Setup

  1. Create a melee object, such as a sword approximately 1m long.
  2. Drag and Drop the Myriad Lite Melee script for sword fighting (below) from inventory into the object
  3. Take the melee weapon into into inventory.
  4. Attach it to your right hand
  5. Adjust the position and rotation
  6. Detach the mele weapon back into inventory again to "save" the new default attach point.
  7. Attach or wear the melee weapon when desired.

Myriad_Lite_Melee-v0.0.4-20120202.lsl

//============================================================================
// Myriad_Lite_Melee-v0.0.4-20120202.lsl
// Copyright (c) 2012 By Allen Kerensky (OSG/SL)
// The Myriad RPG System was designed, written, and illustrated by Ashok Desai
// Myriad RPG licensed under the Creative Commons Attribution 2.0 UK: England and Wales
// http://creativecommons.org/licenses/by/2.0/uk/
// Myriad Lite software Copyright (c) 2011 by Allen Kerensky (OSG/SL)
// Baroun's Adventure Machine Copyright (c) 2008-2011 by Baroun Tardis (SL)
// Myriad Lite and Baroun's Adventure Machine licensed under the
// Creative Commons Attribution-Share Alike-Non-Commercial 3.0 Unported
// http://creativecommons.org/licenses/by-nc-sa/3.0/
// You must agree to the terms of this license before making any use of this software.
// If you do not agree to this license, simply delete these materials.
// There is no warranty, express or implied, for your use of these materials.
//============================================================================

//============================================================================
// MESSAGE FORMAT REFERENCE
//============================================================================
// CHANMYRIAD OUT - RPEVENT|message
// CHANATTACH IN  - REGISTERATTACHMENTS
// CHANATTACH OUT - ATTACHMELEE|int attackdice|int attachpoint|str name
// CHANATTACH OUT - DETACHMELEE|int attackdice|int attachpoint|str name
// CHANPLAYER OUT - CLOSECOMBAT|int attackdice|key victim|key attacker|str weaponname

//============================================================================
// GLOBAL VARIABLES
//============================================================================
key WEARER = NULL_KEY; // UUID of melee weapon user
integer ATTACHPOINT = 0; // attachment point
// Melee Attack Dice
// 1D - Unarmed Combat
// 2D - Short animal claws, knife, dagger, blackjack, knuckledusters
// 3D - Long animal claws, short sword, machete, wooden baseball bat, staff
// 4D - Fire axe, long sword, katana, aluminum baseball bat, poleaxe
// 5D - Battleaxe, claymore, laser sword, daikatana, double-ended polearm
integer MELEEATTACKDICE = 4; // long sword
string DIV="|"; // Myriad message field divider
string ANIM_SWORD = "sword_strike_r"; // use built in right handed sword strike animation
integer CHANATTACH; // hold the dynamically calculated attachment channel number
integer HANDATTACH; // hold a handle to remove the attachment channel if needed
integer CHANMYRIAD = -999; // the Myriad RPEVENT channel number
integer ANIM = FALSE; // do we have permission to animate the avatar?
float WEAPON_LENGTH = 2.0; // a six-foot longsword is the default
integer SAFETY_ON = TRUE; // can this weapon be used or is it sheathed?

// SAFETY OFF - turn off safety and enable firing
SAFETYOFF() {
    SAFETY_ON = FALSE; // switch the safety off
    llRequestPermissions(llGetOwner(),PERMISSION_TAKE_CONTROLS|PERMISSION_TRIGGER_ANIMATION); // request permissions
}

// SAFETY ON - turn on safety
SAFETYON() {
    SAFETY_ON = TRUE; // switch the safety on
    llReleaseControls();
}

// DRAW THE WEAPON
DRAW(string hand) {
    // draw code goes here - turn copy in hand visible?
    if ( llGetAttached() == 5 && ( hand == "left" || hand == "both" ) ) {
        llRegionSay(CHANMYRIAD,llKey2Name(llGetOwner())+" draws a weapon with their left hand.");
        llOwnerSay("Left hand weapon drawn.");
        llSetLinkAlpha(LINK_SET,1.0,ALL_SIDES);        
    }
    if ( llGetAttached() == 6 && ( hand == "right" || hand == "both" ) ) {
        llRegionSay(CHANMYRIAD,llKey2Name(llGetOwner())+" draws a weapon with their right hand.");
        llOwnerSay("Right hand weapon drawn.");
        llSetLinkAlpha(LINK_SET,1.0,ALL_SIDES);        
    }
    SAFETYOFF(); // unholster and turn off safety
}

// SHEATHE THE WEAPON
SHEATHE(string hand) {
    // sheathe code goes here - turn copy in hand invisible?
    if ( llGetAttached() == 5 && ( hand == "left" || hand == "both" ) ) {
        llRegionSay(CHANMYRIAD,llKey2Name(llGetOwner())+" sheathes their left-hand weapon.");
        llOwnerSay("Left hand weapon sheathed.");
        llSetLinkAlpha(LINK_SET,0.0,ALL_SIDES);        
    }
    if ( llGetAttached() == 6 && ( hand == "right" || hand == "both" ) ) {
        llRegionSay(CHANMYRIAD,llKey2Name(llGetOwner())+" sheathes their right-hand weapon.");
        llOwnerSay("Right hand weapon sheathed.");
        llSetLinkAlpha(LINK_SET,0.0,ALL_SIDES);        
    }
    SAFETYON(); // turn on safety before holstering
}

// SETUP THE WEAPON
SETUP() {
    CHANATTACH = (integer)("0x"+llGetSubString((string)llGetOwner(),1,7)); // calculate dynamic attachment channel
    HANDATTACH = llListen(CHANATTACH,"",NULL_KEY,""); // start listening on attachment channel
    SAFETY_ON = TRUE; // safe the weapon until drawn
    llSetLinkAlpha(LINK_SET,0.0,ALL_SIDES); // turn invisble as if sheathed
}

//============================================================================
// DEFAULT STATE
//============================================================================
default {
    //------------------------------------------------------------------------
    // STATE_ENTRY EVENT - called on reset
    //------------------------------------------------------------------------    
    state_entry() {
        SETUP();
    }
    //------------------------------------------------------------------------
    // ON_REZ EVENT
    //------------------------------------------------------------------------
    on_rez(integer params) {
        params = 0; // LSLINT
        SETUP();
    }
    
    //------------------------------------------------------------------------
    // ATTACH EVENT
    //------------------------------------------------------------------------
    attach(key id) {
        if ( id != NULL_KEY ) { // if id not equal null key, this is an attach
            WEARER = id; // save the id we attached to
            ATTACHPOINT = llGetAttached(); // get the position we attached to
            // tell the region we're arming a weapon
            llRegionSay(CHANMYRIAD,"RPEVENT"+DIV+llKey2Name(WEARER)+" equips their "+llGetObjectName());
            integer dynchan = (integer)("0x"+llGetSubString((string)WEARER,1,7)); // calculate dynamic attach channel
            // send attach melee message to HUD which disables fist fighter
            llWhisper(dynchan,"ATTACHMELEE"+DIV+(string)MELEEATTACKDICE+DIV+(string)ATTACHPOINT+DIV+llGetObjectName());
            llRequestPermissions(id,PERMISSION_TAKE_CONTROLS|PERMISSION_TRIGGER_ANIMATION); // request permissions
        } else { // the id was null key, so this is a detach
            integer dynchan = (integer)("0x"+llGetSubString((string)WEARER,1,7)); // calculate dynamic attach channel
            if ( dynchan != 0 ) { // is channel valid
                // tell the region we're disarming
                llRegionSay(CHANMYRIAD,"RPEVENT"+DIV+llKey2Name(WEARER)+" disarms their "+llGetObjectName());
                // send detach message to HUD which re-enables fist fighter
                llWhisper(dynchan,"DETACHMELEE"+DIV+(string)MELEEATTACKDICE+DIV+(string)ATTACHPOINT+DIV+llGetObjectName());
            } else { // channel was not valid
                llSay(DEBUG_CHANNEL,"DETACH EVENT WITHOUT PREVIOUS ATTACH?"); // report the problem
            }
            WEARER = NULL_KEY; // cleanup wearer key on detach
            ATTACHPOINT = 0; // cleanup attachpoint on detach
        }
    }
    //------------------------------------------------------------------------
    // LISTEN EVENT - whisper, say, show, regionsay...
    //------------------------------------------------------------------------    
    listen(integer channel,string speakername,key speakerid,string message) {
        speakername = ""; // LSLINT
        speakerid = NULL_KEY; // LSLINT
        if ( channel == CHANATTACH ) { // did this message come in on attachment channel?
            if ( message == "REGISTERATTACHMENTS" ) { // is this a HUD asking for attachments to register?
                WEARER = llGetOwner(); // who is wielding me?
                ATTACHPOINT = llGetAttached(); // where am I attached?
                integer dynchan = (integer)("0x"+llGetSubString((string)WEARER,1,7)); // calculate wearer's dynamic attachment channel
                llWhisper(dynchan,"ATTACHMELEE"+DIV+(string)MELEEATTACKDICE+DIV+(string)ATTACHPOINT+DIV+llGetObjectName()); // tell HUD we're attached to disable fist fighter
                return;
            }
            if ( message == "DRAWLEFT" ) { DRAW("left"); return;} // draw weapon if in left hand
            if ( message == "DRAWRIGHT" ) { DRAW("right"); return;} // draw weapon in right hand
            if ( message == "DRAWBOTH" ) { DRAW("both"); return; } // draw weapon in both hands
            if ( message == "SHEATHELEFT" ) { SHEATHE("left"); return;} // sheathe left-hand weapon
            if ( message == "SHEATHERIGHT" ) { SHEATHE("right"); return;} // sheathe right-hand weapon
            if ( message == "SHEATHEBOTH" ) { SHEATHE("both"); return; } // sheathe both weapon
            if ( message == "SAFETYOFF" ) { SAFETYOFF(); return; } // unsafe the weapon
            if ( message == "SAFETYON" ) { SAFETYON(); return; } // safe the weapon
        }
    }
    //------------------------------------------------------------------------
    // RUN_TIME_PERMISSIONS EVENT - what is object allowed to do to avatar?
    //------------------------------------------------------------------------    
    run_time_permissions(integer perm) {
        if ( perm & PERMISSION_TAKE_CONTROLS ) { // can object read controls?
            llTakeControls(CONTROL_LBUTTON|CONTROL_ML_LBUTTON,TRUE,TRUE); // start watching the left mouse button in both views
        }
        if ( perm & PERMISSION_TRIGGER_ANIMATION ) { // can we also trigger animations for sword swings?
            ANIM = TRUE; // remember that we have permission now
        }
    }
    //------------------------------------------------------------------------
    // CONTROL EVENT - read arrow keys and mouse button
    //------------------------------------------------------------------------    
    control(key id,integer level,integer edge) {
        if ( SAFETY_ON == TRUE ) {
            llOwnerSay("Your weapon is sheathed, draw it!");
            llReleaseControls();
            return;
        }
        if ( id == WEARER ) { // make sure controls come from wielder
            if ( ( level & CONTROL_LBUTTON && edge & CONTROL_LBUTTON ) || ( level & CONTROL_ML_LBUTTON && edge & CONTROL_ML_LBUTTON ) ) { // if left mouse button pressed in regular or mouselook mode
                llSensor("",NULL_KEY,(AGENT|ACTIVE|PASSIVE),WEAPON_LENGTH,PI/6); // trigger a sensor sweep for avatars within weapon range, and standing in front of us
                if ( ANIM == TRUE ) llStartAnimation(ANIM_SWORD); // if we can show sword swing, go ahead
                llSleep(0.2); // pause to let animation run
                return; // return now to skip processing any more events we add later
            }
        }
    }
    //------------------------------------------------------------------------
    // SENSOR EVENT - what did we find?
    //------------------------------------------------------------------------    
    sensor(integer num_detected) {
        while(num_detected--) { // step through all AGENTS returned by sensor sweep
            integer dynchan = (integer)("0x"+llGetSubString((string)llGetOwner(),0,6)); // calculate attackers HUD dynamic channel
            // send the close combat skill check message to attacker to start close combat skill check
            // attackers hud adds attacker stat and skill and sends the information to the victim to finish the opposed close combat skill check
            // we region say this so others can keep score or detect cheaters, etc
            llRegionSay(dynchan,"CLOSECOMBAT"+DIV+(string)MELEEATTACKDICE+DIV+(string)llDetectedKey(num_detected)+DIV+(string)llGetOwner()+DIV+llGetObjectName());
            
            key who = llDetectedKey(num_detected); // who did we hit with sensor?
            key owner = llList2Key(llGetObjectDetails(who,[OBJECT_OWNER]),0); // is this an agent/avatar for sure?
            if ( who == owner ) { // yep, we hit an avatar
                // tell the region an attempted attack is underway
                llRegionSay(CHANMYRIAD,"RPEVENT"+DIV+llKey2Name(llGetOwner())+" strikes at "+llDetectedName(num_detected)+" in Close Combat!");
            }
        }
    }
    //------------------------------------------------------------------------
    // NO_SENSOR EVENT - we didn't find anything to hit
    //------------------------------------------------------------------------    
    no_sensor() {
        // we do nothing in this - but having a nosensor block avoids bugs where sensors would fail if nonsensor was missing
    }
} // end default
//============================================================================
// END
//============================================================================
</wiki>
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