(24) re-textured/re-coloured MONSTERS + new item drops

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Komag
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Re: (23) re-textured/re-coloured MONSTERS + new item drops

Post by Komag »

maybe being frozen would also add some armor to the party to balance it a bit and make some sense in a way (even though that's not the way it works with enemies)
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Soaponarope
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Re: (23) re-textured/re-coloured MONSTERS + new item drops

Post by Soaponarope »

I wasn't expecting it to be able to freeze the party, just be a full ranged ice attack. I used frostbolt shooters at the end of my pyramid dungeon and they worked fine to just do ice damage to the party, so I figured I could do the same with custom monsters.

That is disappointing news about ranged attacks. Seems monsters can't even fire normal arrows for instance, they always must be frost. There is no purpose to limit us to only things used in the original game when all the defs are already there. I sure hope they change this.
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Neikun
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Re: (23) re-textured/re-coloured MONSTERS + new item drops

Post by Neikun »

Well my current testing creature- the Ergardian has hit me with about 20 frostbolts. I haven't been frozen. There's a certain advantage to not actually having a body. :lol:

At Soap: It is infact possible to use other ranged attacks. You just have to use the onRangedAttack hook instead.
Check it out: viewtopic.php?f=14&t=4085

Code: Select all

onRangedAttack = function(self)
     local dx, dy = getForward(self.facing)
     spawn("frostbolt", self.level, self.x + dx, self.y + dy, self.facing)
     return false
end,
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Soaponarope
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Re: (23) re-textured/re-coloured MONSTERS + new item drops

Post by Soaponarope »

Cool, sounds like it all works then. Scripts solve most everything. :D

Though I do hope for future updates, more options are available on many such situations. It seems like often workarounds are needed for things that should just be allowed normally.
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crisman
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Re: (23) re-textured/re-coloured MONSTERS + new item drops

Post by crisman »

This code can simulate a freezing stat. Whenever someone is hit with a cold type damage, there's a chance that will be paralyzed. If all the champions are paralyzed, they cannot move nor turn anymore. How does that sounds?? ;)
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Code: Select all

cloneObject{
	name = "party",
	baseObject = "party",
	onDamage = function (champion, damage, type)
	if type == "cold" and math.random() < 0.7 then
		champion:setConditionCumulative("paralyzed", 5)
	end
	end,
	onMove = function (self, facing)
	for i = 1, 4 do
		if not party:getChampion(i):hasCondition("paralyzed") then
			return true
		end
	end
	return false
	end,
	onTurn = function (self, direction)
	for i = 1, 4 do
		if not party:getChampion(i):hasCondition("paralyzed") then
		return true
		end
	end
	return false
	end,
}
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akroma222
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Re: (23) re-textured/re-coloured MONSTERS + new item drops

Post by akroma222 »

Ha! That is very groovy indeed.... scripts to solve many things!
Thanks Crisman and Neikun for sharing those
Frostbolts are back on the menu :mrgreen:
Periodiko
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Re: (23) re-textured/re-coloured MONSTERS + new item drops

Post by Periodiko »

What causes ugardians to have or not have flames covering themselves?
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Neikun
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Re: (23) re-textured/re-coloured MONSTERS + new item drops

Post by Neikun »

I know that cloning an uggardian removes this particle effect. I do not think we have access to the original particle effect, but I do think it can be recreated.
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Periodiko
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Re: (23) re-textured/re-coloured MONSTERS + new item drops

Post by Periodiko »

So it's probably hard-coded?
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akroma222
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Re: (24) re-textured/re-coloured MONSTERS + new item drops

Post by akroma222 »

Hi All,
Shrakk Torr "Bee" has been added.
It is angrier than the original (if that was even possible)
Enjoy :D

EDIT-initially the model file had a diff material referenced, this is fixed now (Ta Crisman!)
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