Isaac wrote:I plan to be making Xanathar soon (my Avatar here).
Very cool! *my avatar here* - who didn´t know Xanathar^^
For me the most feared enemies (beside Xanathar) were the mindflayers in EoB.
Isaac wrote:I plan to be making Xanathar soon (my Avatar here).
Thx, John! We will hope that LoG2 supports the settings i made with normal maps and suchJohnWordsworth wrote:Love the throne - especially appreciate the way that you can extend the carpet along the floor leading up to the throne.
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-- Script 'spTrapevent'
-- Sets amount of damage and pain sound
-- Set connector from 'trap' PressurePlates to this script!
function SetPartyDmg(self)
if self:isDown() then
damageTile(self.level, self.x, self.y, self.facing, 6, "physical", 5)
playSoundAt("dm_party_pain", self.level, self.x, self.y)
else return false
end
end
Code: Select all
-- Script 'TrapSetSnd'
-- Sets new sounds to pressure plate actions
-- Placed at first level
--begin---------------------------------------------
-- Set connectors to PressurePlate(s) in dungeon
for m = 1, getMaxLevels() do
for f in allEntities(m) do
if f.class == "PressurePlate" then
f:addConnector('any', 'TrapSetSnd', 'playPplSnd')
end
end
end
-- The function to play custom sounds
function playPplSnd(self)
local PplLevl = self.level
local PplNam = self.name
local PplPosX = self.x
local PplPosY = self.y
-- play sounds for each state
if self:isDown() and PplNam == 'dm_spikes_floortrap' then
playSoundAt("dm_spikeblade_up", PplLevl, PplPosX, PplPosY)
elseif self:isDown() and PplNam == 'dm_spikes_floortrap_we' then
playSoundAt("dm_spikeblade_up", PplLevl, PplPosX, PplPosY)
elseif self:isUp() and PplNam == 'dm_spikes_floortrap' then
playSoundAt("dm_spikeblade_down", PplLevl, PplPosX, PplPosY)
elseif self:isUp() and PplNam == 'dm_spikes_floortrap_we' then
playSoundAt("dm_spikeblade_down", PplLevl, PplPosX, PplPosY)
end
end
--end-----------------------------------------------