User:Allen Kerensky/Myriad Lite Preview 5/Melee
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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:
- Unarmed Combat
- Short animal claws, knife, dagger, blackjack, knuckledusters
- Long animal claws, short sword, machete, wooden baseball bat, staff
- Fire axe, long sword, katana, aluminum baseball bat, poleaxe
- Battleaxe, claymore, laser sword, daikatana, double-ended polearm
Setup
- Create a melee object, such as a sword approximately 1m long.
- Drag and Drop the Myriad Lite Melee script for sword fighting (below) from inventory into the object
- Take the melee weapon into into inventory.
- Attach it to your right hand
- Adjust the position and rotation
- Detach the mele weapon back into inventory again to "save" the new default attach point.
- 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
//============================================================================
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