[Monster] Bring on the snails! [now with turbo-mode]
Re: [Monster] Bring on the snails! *working*
Just figured out I was missing: "turnToAttackDirection = true,". Putting that in allowed him to execute is turn attack.
But I also overlooked the Ice Lizard's immunity to cold. I tried adding in "immunities = { "cold", } but he still takes damage from cold attacks and can even be frozen.
Considering monsters now have weaknesses and resistances I figured maybe "immunities = { "cold", } is now outdated.
So I tried using "resistances = { "cold", } but no matter what I put into resistances the game prints: "warning! invalid resistance: cold" (or whatever I put in)
Does anyone know how to work with these? I'll probably try to mess with the editor for a while to get it to print() out a hint.
Edit: It also appears the turn attack doesn't do any damage.
Edit the Edit: Had to change event names in animation event from "attack_left" and "attack_right" to just "attack".
But I also overlooked the Ice Lizard's immunity to cold. I tried adding in "immunities = { "cold", } but he still takes damage from cold attacks and can even be frozen.
Considering monsters now have weaknesses and resistances I figured maybe "immunities = { "cold", } is now outdated.
So I tried using "resistances = { "cold", } but no matter what I put into resistances the game prints: "warning! invalid resistance: cold" (or whatever I put in)
Does anyone know how to work with these? I'll probably try to mess with the editor for a while to get it to print() out a hint.
Edit: It also appears the turn attack doesn't do any damage.
Edit the Edit: Had to change event names in animation event from "attack_left" and "attack_right" to just "attack".
Re: [Monster] Bring on the snails! *working*
resistances = { cold="absorb", fire="weak"},
immunities = { "sleep", "blinded", "frozen" },
Edit: a few more... apparently you can be "vulnerable", "immune", "resist"
Edit 2:
resistances
fire
poison
shock
cold
resistlevel
weak
resist
vulnerable
immune
absorb
traits
animal
undead
elemental
immunities
sleep
blinded
frozen
stunned
knockback
backstab
poisoned
immunities = { "sleep", "blinded", "frozen" },
Edit: a few more... apparently you can be "vulnerable", "immune", "resist"
Edit 2:
resistances
fire
poison
shock
cold
resistlevel
weak
resist
vulnerable
immune
absorb
traits
animal
undead
elemental
immunities
sleep
blinded
frozen
stunned
knockback
backstab
poisoned
Links to my YouTube playlist of "tutorials" and to my forum thread.
Re: [Monster] Bring on the snails! *working*
Works perfectly, thanks Prozail.
Updated the code from the old post, but if you decide to use it keep in mind I have taken some liberties with resistances considering there are new mechanics in Grimrock 2:
I gave the Ice Lizard cold immunity and not absorption (Since he is organic), weakness to fire (which is obvious but different from Grimrock 1) , and immunity to blind (Lizards smell right? I can't tell if those tiny eyes are useless or specially made to be even better at seeing. I vaguely remember some warning in Grimrock 1 right before encountering them, but I'm not sure if the warning hinted towards any of their senses being keen).
Some of these things might not be how the Ice Lizard was in Grimrock 1 so if you want him to be as accurate as possible these are the changes you might have to make.
Updated the code from the old post, but if you decide to use it keep in mind I have taken some liberties with resistances considering there are new mechanics in Grimrock 2:
I gave the Ice Lizard cold immunity and not absorption (Since he is organic), weakness to fire (which is obvious but different from Grimrock 1) , and immunity to blind (Lizards smell right? I can't tell if those tiny eyes are useless or specially made to be even better at seeing. I vaguely remember some warning in Grimrock 1 right before encountering them, but I'm not sure if the warning hinted towards any of their senses being keen).
Some of these things might not be how the Ice Lizard was in Grimrock 1 so if you want him to be as accurate as possible these are the changes you might have to make.
Last edited by sps999 on Tue Nov 04, 2014 2:24 am, edited 1 time in total.
Re: [Monster] Bring on the snails! *working*
I don't mind.. I think i went for the ice-elemental to check what he had that's why it became "absorb".... I'm getting pretty good at reading compiled lua-code in notepad++
Links to my YouTube playlist of "tutorials" and to my forum thread.
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- Posts: 163
- Joined: Fri Sep 14, 2012 6:20 pm
Re: [Monster] Bring on the snails! *working*
Tried the lizard. He works , runs around and I can hit him....but he just barks at me and does no damage
Re: [Monster] Bring on the snails! *working*
Ah, i think sps999 accidentally deleted someting when he updated the immunities.. This part should go before the monster-definition:
After adding it, be sure to restart the editor (not just reload the project)
After adding it, be sure to restart the editor (not just reload the project)
Code: Select all
defineAnimationEvent{
animation = "assets/animations/monsters/ice_lizard/ice_lizard_attack.fbx",
event = "attack",
frame = 10,
}
defineAnimationEvent{
animation = "assets/animations/monsters/ice_lizard/ice_lizard_attack_left.fbx",
event = "attack",
frame = 10,
}
defineAnimationEvent{
animation = "assets/animations/monsters/ice_lizard/ice_lizard_attack_right.fbx",
event = "attack",
frame = 10,
}
defineAnimationEvent{
animation = "assets/animations/monsters/ice_lizard/ice_lizard_walk.fbx",
event = "footstep",
frame = 10,
}
defineAnimationEvent{
animation = "assets/animations/monsters/ice_lizard/ice_lizard_walk.fbx",
event = "footstep",
frame = 21,
}
defineAnimationEvent{
animation = "assets/animations/monsters/ice_lizard/ice_lizard_turn_left.fbx",
event = "footstep",
frame = 10,
}
defineAnimationEvent{
animation = "assets/animations/monsters/ice_lizard/ice_lizard_turn_right.fbx",
event = "footstep",
frame = 10,
}
Links to my YouTube playlist of "tutorials" and to my forum thread.
-
- Posts: 163
- Joined: Fri Sep 14, 2012 6:20 pm
Re: [Monster] Bring on the snails! *working*
Cheers Prozail...I get eaten now, they bite hard lol.
Re: [Monster] Bring on the snails! *working*
Whoops, looks like I did. I'll put it back in the post.
Re: [Monster] Bring on the snails! *working*
To further expand on this, I too, found textual edits to scripts (either modified, added, or removed code) sometimes get cached. So if you know for certain you removed that print(), or loop, etc. but it's still printing, looping etc'ing (lol) just restart the editor.Prozail wrote: Note: When dabbling with definition files outside the editor... Some changes gets read on CTRL+R, but not all.. some stuff is cached!
So! RESTART YOUR EDITOR EVERY ONCE IN A WHILE
Re: [Monster] Bring on the snails! *working*
I got back from work and fired up the editor to start converting the ice lizard across and lo and behold it has already been done!
I love the people here sometimes.
I love the people here sometimes.