This step always gets forgotten.wallasaurus wrote:updated,
seems to hit me in my test dungeon.
add import "mod_assets/scripts/animation_events.lua" to your init script. I cloned the skeleton warrior stuff again.
Sounds are a bit chain-maily but it is working better. Need to figure out how the swipes are spawned too.
custom monster: mummy
Re: custom monster: mummy
Grimrock Community 'FrankenDungeon 2012. Submit your entry now!: http://tinyurl.com/cnupr7h
SUBMIT YOUR ASSETS! Community Asset Pack (C.A.P.): http://tinyurl.com/bqvykrp
Behold! The HeroQuest Revival!: http://tinyurl.com/cu52ksc
SUBMIT YOUR ASSETS! Community Asset Pack (C.A.P.): http://tinyurl.com/bqvykrp
Behold! The HeroQuest Revival!: http://tinyurl.com/cu52ksc
Re: custom monster: mummy
These are most awesome !hyteria wrote:yes this mummy will have a very large place in my next dungeons "tombs of the forgottens"
and this work fine with patrol too hehe
!
Re: custom monster: mummy
yes this work nice but just made a groupe of 2 car i think the 2 on back doesn t hit the party when attacking )
and with walla permission this is the black mummy , much bigger and using spells ! thanks again walla to let us using your work
and with walla permission this is the black mummy , much bigger and using spells ! thanks again walla to let us using your work
Re: custom monster: mummy
Are they casting spells or just attacking with their fists? They shouldn't attack at all if they're just melee while in the back. They don't have a reach weapon equipped.hyteria wrote:yes this work nice but just made a groupe of 2 car i think the 2 on back doesn t hit the party when attacking )
Anyway, this looks great from the screenshots.
- undeaddemon
- Posts: 157
- Joined: Fri Mar 02, 2012 3:38 pm
Re: custom monster: mummy
Would be really sweet if they could attack ranged [well - with reach] via a breath weapon that causes disease.
Re: custom monster: mummy
no no i just made a groupe of 4 , but there are stiff melee , i dont know how to change stat on groupe cause its just a copie of 4 same items
- undeaddemon
- Posts: 157
- Joined: Fri Mar 02, 2012 3:38 pm
Re: custom monster: mummy
hmm at first I thought, make the claw and the spell attack a reached weapon, but then, you would be "mixing" 2 different "types" in a group....??
Re: custom monster: mummy
Here's a challenge for you. Mummies are dry to the bone. Would it be possible to make them burn if hit by a torch? Possibly with extra damage over time or at least extra bonus when hit with a burning torch.
BTW this is something that was not really there in LoG - additional bonuses for specific type of creatures. Sure, Dismantler had lighting attack, but typically once you get it, you stick with it till the end of the game. It would add interesting twists if your awesome weapon is no longer that powerful and you need to find a better weapon for specific type of enemies.
BTW this is something that was not really there in LoG - additional bonuses for specific type of creatures. Sure, Dismantler had lighting attack, but typically once you get it, you stick with it till the end of the game. It would add interesting twists if your awesome weapon is no longer that powerful and you need to find a better weapon for specific type of enemies.
Re: custom monster: mummy
Hmmm thomson, animation is so hard only wallasaurus is able to do it properly (for now?). So I would rather have TWO monsters instead of ONE that you can stab AND burn....