Ask a simple question, get a simple answer
Re: Ask a simple question, get a simple answer
well there are 2 kind of puzzle on where 2 spawner launch dispell , and another puzzle who use 3 spawner to launch fireball
in both case , spawner need to have a chance to launch a spell together
i need random for those puzzle cause there are just (dodge and intercept puzzle) this is too easy if there is a pattern
for intercept puzzle i dont need that 2 spawner work on the same time (cause player can t be on 2 differents place at the same time)
but for dodge one this can be much more fun and dangerous
in both case , spawner need to have a chance to launch a spell together
i need random for those puzzle cause there are just (dodge and intercept puzzle) this is too easy if there is a pattern
for intercept puzzle i dont need that 2 spawner work on the same time (cause player can t be on 2 differents place at the same time)
but for dodge one this can be much more fun and dangerous
Last edited by hyteria on Tue Nov 03, 2020 5:51 pm, edited 1 time in total.
Re: Ask a simple question, get a simple answer
Is this [dispell] something the player actively causes?
Re: Ask a simple question, get a simple answer
oups sorry i edit message to make it more clear
Re: Ask a simple question, get a simple answer
The way math.random works is this:
- When called with no arguments, it returns a number between zero and one.
math.random() —could return any (real) number between 0 and 1. - When called with one numerical argument, it returns a number that is between 1, and the argument.
math.random(3) —could return 1,2, or 3 - When called with two arguments, it returns a number between the two; both inclusive.
math.random(2,7) —could return 2, 3, 4, 5, 6, or 7.
Re: Ask a simple question, get a simple answer
Is it possible to make a lindworm that has instead of the wizard texture the spectral_wizard from zim assets? If so, how? Thanks
Grey Island mod(WIP): http://www.grimrock.net/forum/viewtopic ... 99#p123699
Re: Ask a simple question, get a simple answer
Is is just a question of the texture? I mean: It's only that the wizard on the back has to look different?
Then use materialOverrides on the model in the monster definition:
Then use materialOverrides on the model in the monster definition:
Code: Select all
materialOverrides = { ["wizard"] = "textureXY", },
Re: Ask a simple question, get a simple answer
Thank you, I am now trying to create my own 'red lindworm' texture. I remember at the end of your mod Journey to Justice, (which was great by the way) you fight a lindworm. How did you make it work? for me it doesn't do anything and you can't damage it at all.
Grey Island mod(WIP): http://www.grimrock.net/forum/viewtopic ... 99#p123699
Re: Ask a simple question, get a simple answer
The problem with the Lindworm was, IIRR the brain.
The user fisch scripted a working version of that brain. (see here)
That's the brain-mechanics I'm using in Journey to Justice.
The brain-component(s):
And there was also something else needed.
These lines go into the model component:
And at the mentioned path has to be a lua file named lindworm_brainscript.lua:
The user fisch scripted a working version of that brain. (see here)
That's the brain-mechanics I'm using in Journey to Justice.
The brain-component(s):
Code: Select all
{
class = "RangedBrain",
name = "brain",
sight = 10,
morale = 100,
seeInvisible = true,
allAroundSight = true,
onBloodied = function(self)
self.go.move:setCooldown(1)
self.go.basicAttack:setCooldown(2)
end,
onThink = function(self)
-- call brain script
local script = self.go.brainScript
if script and script:isEnabled() and script.think then script.think(self) end
end,
}
{
class = "Script",
name = "brainScript",
},
These lines go into the model component:
Code: Select all
onInit = function(self)
self.go.brainScript:loadFile("mod_assets/monsters/lindworm_brainscript.lua")
end
Code: Select all
scriptEntityHelper = "scriptHelper"
move = {{-1,-1},{-1,1},{1,-1},{1,1}}
cKnockback = 0
function think(self)
local maxDist = 6
local minDist = 3
local retval = true
local seq = math.random()
local dist = math.max(math.abs(party.x - self.go.x), math.abs(party.y - self.go.y))
local dx,dy = toLocal(self.go.x, self.go.y, self.go.facing, party.x, party.y)
local udx,udy = getForward(self.go.facing)
local urdx,urdy = getForward((self.go.facing +1) % 4)
local ux = 0
local uy = 0
local front = 0
local lateral = 0
if (self.go.monster:getHealth()) <= 1 then
return self:performAction("die") or self:wait()
end
if self.go.map:checkLineOfFire(self.go.x+udx, self.go.y+udy, party.x, party.y, party.elevation) then
if -2<dy and dy<2 and -2<dx and dx<2 then
if cKnockback > 2 then
local r = math.random(#move)
for i = 1,#move do
local j = (r+i)%#move+1
if isSafeTile(self.go.x+move[j][1], self.go.y+move[j][2]) then
local retval = self:seek(self.go.x+move[j][1], self.go.y+move[j][2])
if retval then return retval end
end
end
end
cKnockback = cKnockback + 1
return self:performAction("knockback")
elseif dy == 2 then
cKnockback = 0
if dx == -1 then retval = self:performAction("wingAttack") or self:performAction("attackFrontLeft") or self:wait() end
if dx == 1 then retval = self:performAction("attackFrontRight") or self:wait() end
if dx == 0 then retval = self:performAction("basicAttack") or self:goTo("mine_rock_border_292") or self:wait() end
elseif (dx == 2 or dx == -2) and dy == 1 then
cKnockback = 0
return (dx==2 and self:turnRight() or self:turnLeft()) or self:wait()
elseif -2<dx and dx<2 and 2<dy and dy<6 then
return dx==0 and isSafeTile(self.go.x+5*udx, self.go.y+5*udy)
or self:performAction("rangedAttack") or moveTowardsParty(dx, dy, self.go.x+udx, self.go.y+udy) or self:wait()
end
end
return retval
end
function isBlocked(front, lateral)
local udx,udy = getForward(self.go.facing)
local rdx,rdy = getForward((self.go.facing+1)%4)
local x,y = self.go.x+udx*front+rdx*lateral, self.go.y+udy*front+rdy*lateral
if not isSafeTile(x, y) then return true end
for dy=-1,1 do for dx=-1,1 do if self.go.map:isBlocked(x+dx,y+dy,0) then return true end end end
return false
end
function isSafeTile(x, y)
return (x==11 or x==19) and (11<y and y<19) or (11<x and x<19 and 10<y and y<20)
end
function moveTowardsParty(dx, dy, mx, my)
if dy>0 and isSafeTile(mx, my) then return self.go.brain:moveForward() end
if dx<0 then return self.go.brain:turnLeft() end
if dx>0 then return self.go.brain:turnRight() end
return math.random()<0.5 and self.go.brain:turnLeft() or self.go.brain:turnRight()
end
function wander()
if self.go.x==wx and self.go.y==wy then wx,wy = math.random(11,19),math.random(11,19) end
return self.go.brain:seek(wx,wy)
end
Re: Ask a simple question, get a simple answer
is there an archive of assets anywhere? looking through these forums it seems that a LOT of tilesets and such have been lost to time :I
Re: Ask a simple question, get a simple answer
There's some at nexusmods https://www.nexusmods.com/legendofgrimrock2