A consumable (Herder Cap, Grim Cap, or Potion) that shakes screen then spawns ogres with 0 attack power, 0 xp, and low health.
I have everything worked out except could someone direct me to how I can spawn creatures not anchored to a spawner? Otherwise I will have to force the party to consume the item prior to leaving room via on use door activation.
I have given this a shot based off some scripts I saw involving summoning spells but it just crashes the editor.
Hallucinating Ogres
Re: Hallucinating Ogres
spawnAt x,y I think
I think you mean ogre hallucinations, as well.
I think you mean ogre hallucinations, as well.
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Re: Hallucinating Ogres
I was looking for something relative to the position of the party, not a static position on the level.Neikun wrote:spawnAt x,y I think
I think you mean ogre hallucinations, as well.
Also I thought hallucinating ogres sounded catchy so I opted for it instead despite no ogres would be hallucinating.
Re: Hallucinating Ogres
I think this should be possible using the coordinates of the party, so 'party.x - 1' and 'party.y-1' should refer to a square directly northwest of the party. If the party's by a wall or corner I suspect this could cause a crash or trapped ogre though. You'd need some way to decide if a square is open dungeon or not and that doesn't seem to be around.
And it's very simple. The party is hallucinating. What they're hallucinating is ogres!
What just occurred to me is a bit of a kludgey hack, but one could use an entitiesAt check at the possible coordinates. If there's entities there, it's probably safe to put a monster there. To make this work excellently, one could put a hidden pressure plate at every square you're willing to have a hallucinated ogre spawn in. Run a for loop looking for any hidden pressure plates and it's very possible Bob will be your uncle!
And it's very simple. The party is hallucinating. What they're hallucinating is ogres!
What just occurred to me is a bit of a kludgey hack, but one could use an entitiesAt check at the possible coordinates. If there's entities there, it's probably safe to put a monster there. To make this work excellently, one could put a hidden pressure plate at every square you're willing to have a hallucinated ogre spawn in. Run a for loop looking for any hidden pressure plates and it's very possible Bob will be your uncle!
Re: Hallucinating Ogres
Thanks for the suggestions, it sounds like I might just obstruct the party or restrict progression until the consumable is used in the room with the ogre spawner.vorebane wrote:I think this should be possible using the coordinates of the party, so 'party.x - 1' and 'party.y-1' should refer to a square directly northwest of the party. If the party's by a wall or corner I suspect this could cause a crash or trapped ogre though. You'd need some way to decide if a square is open dungeon or not and that doesn't seem to be around.
And it's very simple. The party is hallucinating. What they're hallucinating is ogres!
What just occurred to me is a bit of a kludgey hack, but one could use an entitiesAt check at the possible coordinates. If there's entities there, it's probably safe to put a monster there. To make this work excellently, one could put a hidden pressure plate at every square you're willing to have a hallucinated ogre spawn in. Run a for loop looking for any hidden pressure plates and it's very possible Bob will be your uncle!