Awesome Dungeon
Re: Awesome Dungeon
Also,
My Lord of Chaos monster is ready to go. Dont think I will show a pic though. He should be a surprise.
LG
My Lord of Chaos monster is ready to go. Dont think I will show a pic though. He should be a surprise.
LG
Dungeon Master and DOOM will live forever.
Re: Awesome Dungeon
I'm interested.LordGarth wrote:Play testing is going very well. It is quite enjoyable actually. I have made changes already in armor value and I have made lots of monsters stronger.
All the doors and keys and lock etc. Work.
Maybe I can get a partial game out there for others to playtest and let me know what they think.
LordGarth
"I'm okay with being referred to as a goddess."
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Re: Awesome Dungeon
I guess I would post the partial game on the workshop and called a play test
LG
LG
Dungeon Master and DOOM will live forever.
Re: Awesome Dungeon
Cool,
I can make melee monsters cast spells when they hit with physical.
hahahahahha
The roleplaying in my dungeon will be mostly about which player class runs away the best ahahahahhaha
LG
I can make melee monsters cast spells when they hit with physical.
hahahahahha
The roleplaying in my dungeon will be mostly about which player class runs away the best ahahahahhaha
LG
Dungeon Master and DOOM will live forever.
Re: Awesome Dungeon
My health potions are not over powered.
SpoilerShow
defineObject{
name = "blackdrake",
class = "Monster",
model = "mod_assets/models/black_lizard.fbx",
meshName = "ice_lizard_mesh",
animations = {
idle = "assets/animations/monsters/ice_lizard/ice_lizard_idle.fbx",
moveForward = "assets/animations/monsters/ice_lizard/ice_lizard_walk.fbx",
turnLeft = "assets/animations/monsters/ice_lizard/ice_lizard_turn_left.fbx",
turnRight = "assets/animations/monsters/ice_lizard/ice_lizard_turn_right.fbx",
attack = "assets/animations/monsters/ice_lizard/ice_lizard_attack.fbx",
turnAttackLeft = "assets/animations/monsters/ice_lizard/ice_lizard_attack_left.fbx",
turnAttackRight = "assets/animations/monsters/ice_lizard/ice_lizard_attack_right.fbx",
getHitFrontLeft = "assets/animations/monsters/ice_lizard/ice_lizard_get_hit_front_left.fbx",
getHitFrontRight = "assets/animations/monsters/ice_lizard/ice_lizard_get_hit_front_right.fbx",
getHitBack = "assets/animations/monsters/ice_lizard/ice_lizard_get_hit_back.fbx",
getHitLeft = "assets/animations/monsters/ice_lizard/ice_lizard_get_hit_left.fbx",
getHitRight = "assets/animations/monsters/ice_lizard/ice_lizard_get_hit_right.fbx",
fall = "assets/animations/monsters/ice_lizard/ice_lizard_get_hit_front_left.fbx",
},
moveSound = "ice_lizard_walk",
footstepSound = "ice_lizard_footstep",
attackSound = "ice_lizard_attack",
hitSound = "ice_lizard_hit",
dieSound = "ice_lizard_die",
hitEffect = "hit_blood",
capsuleHeight = 0.4,
capsuleRadius = 0.5,
health = 2500,
sight = 12,
attackPower = 90,
protection = 60,
evasion = 10,
accuracy = 40,
movementCoolDown = 1,
coolDown = { 1, 4 },
noRecoilInterval = { 0.2, 1 }, -- interval must end at 1, otherwise turn attack can be interrupted (looks ugly)
immunities = { "fire", "cold", "poison", “backstab”, “assassination },
exp = 3000,
lootDrop = { 70, "black_lizard_steak" },
healthIncrement = 40,
attackPowerIncrement = 8,
brain = "IceLizard",
onDealDamage = function(self, champion, damage)
if self.facing == 0 then
spawn("lightning_bolt", self.level, self.x, self.y-1, self.facing)
end
if self.facing == 1 then
spawn("lightning_bolt", self.level, self.x+1, self.y, self.facing)
end
if self.facing == 2 then
spawn("lightning_bolt", self.level, self.x, self.y+1, self.facing)
end
if self.facing == 3 then
spawn("lightning_bolt", self.level, self.x-1, self.y, self.facing)
end
if self.facing == 0 then
spawn("fireball", self.level, self.x, self.y-1, self.facing)
end
if self.facing == 1 then
spawn("fireball", self.level, self.x+1, self.y, self.facing)
end
if self.facing == 2 then
spawn("fireball", self.level, self.x, self.y+1, self.facing)
end
if self.facing == 3 then
spawn("fireball", self.level, self.x-1, self.y, self.facing)
end
if self.facing == 0 then
spawn("poison_bolt", self.level, self.x, self.y-1, self.facing)
end
if self.facing == 1 then
spawn("poison_bolt", self.level, self.x+1, self.y, self.facing)
end
if self.facing == 2 then
spawn("poison_bolt", self.level, self.x, self.y+1, self.facing)
end
if self.facing == 3 then
spawn("poison_bolt", self.level, self.x-1, self.y, self.facing)
end
end
}
name = "blackdrake",
class = "Monster",
model = "mod_assets/models/black_lizard.fbx",
meshName = "ice_lizard_mesh",
animations = {
idle = "assets/animations/monsters/ice_lizard/ice_lizard_idle.fbx",
moveForward = "assets/animations/monsters/ice_lizard/ice_lizard_walk.fbx",
turnLeft = "assets/animations/monsters/ice_lizard/ice_lizard_turn_left.fbx",
turnRight = "assets/animations/monsters/ice_lizard/ice_lizard_turn_right.fbx",
attack = "assets/animations/monsters/ice_lizard/ice_lizard_attack.fbx",
turnAttackLeft = "assets/animations/monsters/ice_lizard/ice_lizard_attack_left.fbx",
turnAttackRight = "assets/animations/monsters/ice_lizard/ice_lizard_attack_right.fbx",
getHitFrontLeft = "assets/animations/monsters/ice_lizard/ice_lizard_get_hit_front_left.fbx",
getHitFrontRight = "assets/animations/monsters/ice_lizard/ice_lizard_get_hit_front_right.fbx",
getHitBack = "assets/animations/monsters/ice_lizard/ice_lizard_get_hit_back.fbx",
getHitLeft = "assets/animations/monsters/ice_lizard/ice_lizard_get_hit_left.fbx",
getHitRight = "assets/animations/monsters/ice_lizard/ice_lizard_get_hit_right.fbx",
fall = "assets/animations/monsters/ice_lizard/ice_lizard_get_hit_front_left.fbx",
},
moveSound = "ice_lizard_walk",
footstepSound = "ice_lizard_footstep",
attackSound = "ice_lizard_attack",
hitSound = "ice_lizard_hit",
dieSound = "ice_lizard_die",
hitEffect = "hit_blood",
capsuleHeight = 0.4,
capsuleRadius = 0.5,
health = 2500,
sight = 12,
attackPower = 90,
protection = 60,
evasion = 10,
accuracy = 40,
movementCoolDown = 1,
coolDown = { 1, 4 },
noRecoilInterval = { 0.2, 1 }, -- interval must end at 1, otherwise turn attack can be interrupted (looks ugly)
immunities = { "fire", "cold", "poison", “backstab”, “assassination },
exp = 3000,
lootDrop = { 70, "black_lizard_steak" },
healthIncrement = 40,
attackPowerIncrement = 8,
brain = "IceLizard",
onDealDamage = function(self, champion, damage)
if self.facing == 0 then
spawn("lightning_bolt", self.level, self.x, self.y-1, self.facing)
end
if self.facing == 1 then
spawn("lightning_bolt", self.level, self.x+1, self.y, self.facing)
end
if self.facing == 2 then
spawn("lightning_bolt", self.level, self.x, self.y+1, self.facing)
end
if self.facing == 3 then
spawn("lightning_bolt", self.level, self.x-1, self.y, self.facing)
end
if self.facing == 0 then
spawn("fireball", self.level, self.x, self.y-1, self.facing)
end
if self.facing == 1 then
spawn("fireball", self.level, self.x+1, self.y, self.facing)
end
if self.facing == 2 then
spawn("fireball", self.level, self.x, self.y+1, self.facing)
end
if self.facing == 3 then
spawn("fireball", self.level, self.x-1, self.y, self.facing)
end
if self.facing == 0 then
spawn("poison_bolt", self.level, self.x, self.y-1, self.facing)
end
if self.facing == 1 then
spawn("poison_bolt", self.level, self.x+1, self.y, self.facing)
end
if self.facing == 2 then
spawn("poison_bolt", self.level, self.x, self.y+1, self.facing)
end
if self.facing == 3 then
spawn("poison_bolt", self.level, self.x-1, self.y, self.facing)
end
end
}
Dungeon Master and DOOM will live forever.
Re: Awesome Dungeon
Yet another rogue non-friendly modLordGarth wrote:immunities = { "fire", "cold", "poison", “backstab”, “assassination },
Re: Awesome Dungeon
I feel your pain fellow rogue! My mod will not tread on you.Merethif wrote:Yet another rogue non-friendly modLordGarth wrote:immunities = { "fire", "cold", "poison", “backstab”, “assassination },
Re: Awesome Dungeon
LordGarth wrote:My health potions are not over powered.
SpoilerShowdefineObject{
name = "blackdrake",
class = "Monster",
model = "mod_assets/models/black_lizard.fbx",
meshName = "ice_lizard_mesh",
animations = {
idle = "assets/animations/monsters/ice_lizard/ice_lizard_idle.fbx",
moveForward = "assets/animations/monsters/ice_lizard/ice_lizard_walk.fbx",
turnLeft = "assets/animations/monsters/ice_lizard/ice_lizard_turn_left.fbx",
turnRight = "assets/animations/monsters/ice_lizard/ice_lizard_turn_right.fbx",
attack = "assets/animations/monsters/ice_lizard/ice_lizard_attack.fbx",
turnAttackLeft = "assets/animations/monsters/ice_lizard/ice_lizard_attack_left.fbx",
turnAttackRight = "assets/animations/monsters/ice_lizard/ice_lizard_attack_right.fbx",
getHitFrontLeft = "assets/animations/monsters/ice_lizard/ice_lizard_get_hit_front_left.fbx",
getHitFrontRight = "assets/animations/monsters/ice_lizard/ice_lizard_get_hit_front_right.fbx",
getHitBack = "assets/animations/monsters/ice_lizard/ice_lizard_get_hit_back.fbx",
getHitLeft = "assets/animations/monsters/ice_lizard/ice_lizard_get_hit_left.fbx",
getHitRight = "assets/animations/monsters/ice_lizard/ice_lizard_get_hit_right.fbx",
fall = "assets/animations/monsters/ice_lizard/ice_lizard_get_hit_front_left.fbx",
},
moveSound = "ice_lizard_walk",
footstepSound = "ice_lizard_footstep",
attackSound = "ice_lizard_attack",
hitSound = "ice_lizard_hit",
dieSound = "ice_lizard_die",
hitEffect = "hit_blood",
capsuleHeight = 0.4,
capsuleRadius = 0.5,
health = 2500,
sight = 12,
attackPower = 90,
protection = 60,
evasion = 10,
accuracy = 40,
movementCoolDown = 1,
coolDown = { 1, 4 },
noRecoilInterval = { 0.2, 1 }, -- interval must end at 1, otherwise turn attack can be interrupted (looks ugly)
immunities = { "fire", "cold", "poison", “backstab”, “assassination },
exp = 3000,
lootDrop = { 70, "black_lizard_steak" },
healthIncrement = 40,
attackPowerIncrement = 8,
brain = "IceLizard",
onDealDamage = function(self, champion, damage)
if self.facing == 0 then
spawn("lightning_bolt", self.level, self.x, self.y-1, self.facing)
end
if self.facing == 1 then
spawn("lightning_bolt", self.level, self.x+1, self.y, self.facing)
end
if self.facing == 2 then
spawn("lightning_bolt", self.level, self.x, self.y+1, self.facing)
end
if self.facing == 3 then
spawn("lightning_bolt", self.level, self.x-1, self.y, self.facing)
end
if self.facing == 0 then
spawn("fireball", self.level, self.x, self.y-1, self.facing)
end
if self.facing == 1 then
spawn("fireball", self.level, self.x+1, self.y, self.facing)
end
if self.facing == 2 then
spawn("fireball", self.level, self.x, self.y+1, self.facing)
end
if self.facing == 3 then
spawn("fireball", self.level, self.x-1, self.y, self.facing)
end
if self.facing == 0 then
spawn("poison_bolt", self.level, self.x, self.y-1, self.facing)
end
if self.facing == 1 then
spawn("poison_bolt", self.level, self.x+1, self.y, self.facing)
end
if self.facing == 2 then
spawn("poison_bolt", self.level, self.x, self.y+1, self.facing)
end
if self.facing == 3 then
spawn("poison_bolt", self.level, self.x-1, self.y, self.facing)
end
end
}
immunities = { "fire", "cold", "poison", “backstab”, “assassination },
not sure if it matters but assassination is missing second " mark.
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SUBMIT YOUR ASSETS! Community Asset Pack (C.A.P.): http://tinyurl.com/bqvykrp
Behold! The HeroQuest Revival!: http://tinyurl.com/cu52ksc
Re: Awesome Dungeon
It should
"I'm okay with being referred to as a goddess."
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
- Message me to join in!