[Wall Set] Northern Dungeon

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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Merethif
Posts: 274
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Location: Poland

Re: [Wall Set] Northern Dungeon

Post by Merethif »

Simply breath taking! Now I know where to hide those Nomad Mittens ;-)
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crisman
Posts: 305
Joined: Sat Sep 22, 2012 9:23 pm
Location: Italy

Re: [Wall Set] Northern Dungeon

Post by crisman »

Merethif wrote:Simply breath taking! Now I know where to hide those Nomad Mittens ;-)
I was thinking the exact thing!! :D

Anyway I did some cold damage scripting, this is just a simple version:

Code: Select all

function freezeDeath()

local threshold = 30


if threshold <= 0 then return end
for i = 1, 4 do
	if party:getChampion(i):getResistance("cold") < threshold then
	
		if math.random() >= (party:getChampion(i):getResistance("cold")/threshold) then
	
			if party:getChampion(i):getCondition("diseased") < 280 then
				if not party:getChampion(i):hasCondition("diseased") then
				hudPrint(party:getChampion(i):getName().." is not feeling good for the cold")
				end
		
				party:getChampion(i):setCondition("diseased", party:getChampion(i):getCondition("diseased") + 50)
			else
				party:getChampion(i):damage(10, "cold")
				hudPrint(party:getChampion(i):getName().." is dying of freeze")
				
			end
		end
	end
end
end
Note that the value are purely random, they will need a good balancing. For now I've connected this script to a timer with 30 seconds of interval.
PLEASE NOTE: for some reason, I don't get the correct parameter of cold_resist for my champions. Mork has 31 cold resist, but if I print its value I keep obtaining 0. Anyone else is having this issue? This happens with everyone, with every 'resist' stat. - actually it's not working for protection, evasion and resist. for other stats I get the correct values.
EDIT: There's actually a glitch in my code, I'm fixing right now. I have no idea how I could not realize >_<
EDIT2: Ok, now it should works properly
EDIT3: Again, I realiaze why was not working well,,, it's getResistance, not getStat! -.-'
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Kuningas
Posts: 268
Joined: Wed Apr 11, 2012 10:29 pm
Location: Northern Finland

Re: [Wall Set] Northern Dungeon

Post by Kuningas »

Magnificent!

I will surely find use for this at some point, great work!
BASILEUS
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Merethif
Posts: 274
Joined: Tue Apr 24, 2012 1:58 pm
Location: Poland

Re: [Wall Set] Northern Dungeon

Post by Merethif »

@crisman
I understand that now your script is ready to go. Yes?
Now we need hot lava dungeon, overgrown toxic dungeon and... well nothing non-magical goes right with shock resistance I guess.

@Daniv
I've noticed that ceiling lamp sometimes lead to some awkward clipping. In my test northern dungeon I got it right above healing crystal. At first I even though it's a new model for healing crystal. I think it might be better to remove that lamp from random appearing and just create a new objects to place it manually.
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Daniv
Posts: 29
Joined: Sat Aug 11, 2012 10:34 am
Location: Northamptonshire, England

Re: [Wall Set] Northern Dungeon

Post by Daniv »

Ah, I always stick a ceiling shaft with a light over my healing crystals, so I missed that. I'll change it and update the zip file. ;)
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crisman
Posts: 305
Joined: Sat Sep 22, 2012 9:23 pm
Location: Italy

Re: [Wall Set] Northern Dungeon

Post by crisman »

[quote="Merethif"]@crisman
I understand that now your script is ready to go. Yes?
Now we need hot lava dungeon, overgrown toxic dungeon and... well nothing non-magical goes right with shock resistance I guess.

Right now it should works, yes, I'm just working on some tweaking! - it will alert you that a dead champion is dying for freeze, annoying, but it's not major issue, I've already fixed, but I will post it with the tweaks!
I'll give you a new one later, the time to test it properly! Hoping that I don't mess up again something :mrgreen:
If you have any issue or suggestions please tell me!
Like the idea of poisonous cave ;)
a Swamp cave!
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Neikun
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Re: [Wall Set] Northern Dungeon

Post by Neikun »

Hey Daniv, you should post this on the C.A.P (Community Asset Pack) too.
You could do the same with your High Temple wallset.
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Trap
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Joined: Mon Sep 24, 2012 2:09 am

Re: [Wall Set] Northern Dungeon

Post by Trap »

very nice work
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TheLastOrder
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Joined: Wed Oct 17, 2012 1:56 am

Re: [Wall Set] Northern Dungeon

Post by TheLastOrder »

I'm gonna change an entire level of my "5-levels-dungeon" only to enjoy that great work.

THANKS A LOT MAN!!!! :D
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akroma222
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Joined: Thu Oct 04, 2012 10:08 am

Re: [Wall Set] Northern Dungeon

Post by akroma222 »

Awesome work Daniv!! Deciding whether to make Hell/Underworld hot or cold.... I think I have my answer ;)
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