Re: Multiple magic schools spells pack
Posted: Sun Oct 30, 2016 9:14 pm
I think trap the player idea is a great one. Build up time might be too fiddly.
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Have you seen this thread/post yet? Perhaps it can work for you, or inspire ideas.AndakRainor wrote:Good point. I will propose a new version for that, so it feels more like traps and do not work as simple front burst spells.zeltak wrote:It's strange that you can cast rune spell straight onto monsters. Otherwise I would love them. And the freeze rune is way overpowered with the blast radius instead of just the rune space and maybe it's duration is also a little too long for my taste.
An activation time is a good idea, so is not letting champs cast runes onto monsters.zimberzimber wrote:I don't know its ID, but its on the ground level of Pyramid of Umas, bottom left corner. (Where you get the Claymore)
As for the traps - Give them activation time. Like the buildup time, but they won't go off prematurely. (aka not before they reach 100% power)
And if the caster is holding a (relevent) bomb item (in mouse cursor) onCast,Isaac wrote:Have you seen this thread/post yet? Perhaps it can work for you, or inspire ideas.AndakRainor wrote:Good point. I will propose a new version for that, so it feels more like traps and do not work as simple front burst spells.zeltak wrote:It's strange that you can cast rune spell straight onto monsters. Otherwise I would love them. And the freeze rune is way overpowered with the blast radius instead of just the rune space and maybe it's duration is also a little too long for my taste.
viewtopic.php?f=22&t=14115&hilit=trap+r ... 10#p106326
Hey Isaac,Isaac wrote:With that mod I also tried to adjust the monster AI to recognize the trap ~when it was armed.
The AI change was minimal. It won't step on a red trap, and will use ranged attack if the party is in front of it.akroma222 wrote:Hey Isaac,Isaac wrote:With that mod I also tried to adjust the monster AI to recognize the trap ~when it was armed.
how did the AI end up handling it??
Did the monster still walk through it if the trap is set in a bottle neck situation (and blocking the only way through to the party)??
I havent tried coding this into AI yet but its on the todo list
Code: Select all
onThink = function(self) --QaD Just enough so that it doesn't always follow the party step for step; triggering its own traps.
local dX, dY = getForward(self.go.facing)
for each in self.go.map:entitiesAt(self.go.x+dX, self.go.y+dY) do
if each.name == "fire_bomb_trap_rune" and each.model:getEmissiveColor()[2] ~= "-255" then --red emissive means armed
local action = {"turnTowardsParty", "turnTowardsParty", "turnLeft", "turnRight", "wait" }
local choice = action[math.random(#action)]
if self.go.brain.partyStraightAhead then
choice = "rangedAttack" -- will wait out the trap; using ranged attacks
end
self.go.brain[choice](self.go.brain)
return self.go.brain.seesParty
end
end
end,
What do you mean by "don't allow", does the spell fizzle?akroma222 wrote:An activation time is a good idea, so is not letting champs cast runes onto monsters.
My standard rune spells dont allow this ... unless the caster is of a certain Class (Illusionist)