Code: Select all
defineObject{
name = "legionary_shield",
baseObject = "heavy_shield"
}
defineObject{
name = "ogre_hammer",
baseObject = "warhammer"
}
Code: Select all
defineObject{
name = "legionary_shield",
baseObject = "heavy_shield"
}
defineObject{
name = "ogre_hammer",
baseObject = "warhammer"
}
converting it from scratch is obviously much more ideal , but at least with the script minmay wrote, it's a simple fix to get 2 new monsters working. (thanks minmay )Grimfan wrote:And to think I converted the ogre_hammer across from scratch.
Code: Select all
{
class = "TentacleHide",
name = "hide",
sound = "tentacles_walk",
},
But I don't know waht to do with that.Prozail wrote: Edit: found out that the TentacleBrain gives you a few additional flags:
self.go.brain.partyDiagonal
self.go.brain.partyOnLevel
self.go.brain.partyAdjacent
self.go.brain.partyRight
self.go.brain.partyLeft
....partyBehind
....partyAhead
Code: Select all
{
class = "TentacleBrain",
name = "brain",
allAroundSight = true,
onThink = function(self)
if self.go.brain.partyRight or self.go.brain.partyLeft then
self.go.brain:turnTowardsParty()
end
end
},
If you defined the hide-action you could try to do self.go.brain:performAction("hide")but can't get something like self.go.brain:TentacleHide() to work.