Re: [SOURCE] MONSTERS by Leki (Human Warrior 80%)
Posted: Tue Sep 17, 2013 6:11 pm
say 92% pls !
Code: Select all
defineObject{
name = "skeleton_warrior",
class = "Monster",
model = "assets/models/monsters/skeleton_warrior.fbx",
meshName = "skeleton_warrior_mesh",
animations = {
idle = "assets/animations/monsters/skeleton_warrior/skeleton_warrior_idle.fbx",
moveForward = "assets/animations/monsters/skeleton_warrior/skeleton_warrior_walk.fbx",
turnLeft = "assets/animations/monsters/skeleton_warrior/skeleton_warrior_turn_left.fbx",
turnRight = "assets/animations/monsters/skeleton_warrior/skeleton_warrior_turn_right.fbx",
attack = "assets/animations/monsters/skeleton_warrior/skeleton_warrior_attack.fbx",
attackBack = "assets/animations/monsters/skeleton_warrior/skeleton_warrior_attack_back.fbx",
getHitFrontLeft = "assets/animations/monsters/skeleton_warrior/skeleton_warrior_get_hit_front_left.fbx",
getHitFrontRight = "assets/animations/monsters/skeleton_warrior/skeleton_warrior_get_hit_front_right.fbx",
getHitBack = "assets/animations/monsters/skeleton_warrior/skeleton_warrior_get_hit_back.fbx",
getHitLeft = "assets/animations/monsters/skeleton_warrior/skeleton_warrior_get_hit_left.fbx",
getHitRight = "assets/animations/monsters/skeleton_warrior/skeleton_warrior_get_hit_right.fbx",
fall = "assets/animations/monsters/skeleton_warrior/skeleton_warrior_get_hit_front_left.fbx",
},
moveSound = "skeleton_walk",
footstepSound = "skeleton_footstep",
attackSound = "skeleton_attack",
hitSound = "skeleton_hit",
dieSound = "skeleton_die",
hitEffect = "hit_dust",
capsuleHeight = 0.7,
capsuleRadius = 0.25,
collisionRadius = 0.6,
health = 120,
sight = 4,
attackPower = 9,
accuracy = 10,
protection = 5,
immunities = { "poison" },
movementCoolDown = 2,
noRecoilInterval = { 0.25, 0.5 },
exp = 90,
lootDrop = { 100, "legionary_spear", 100, "legionary_shield" },
healthIncrement = 15,
attackPowerIncrement = 5,
protectionIncrement = 1,
brain = "Melee",
}
Code: Select all
..
moveSound = "skeleton_walk",
footstepSound = "skeleton_footstep",
attackSound = "skeleton_attack",
hitSound = "skeleton_hit",
dieSound = "skeleton_die",
..
Code: Select all
local function monsters()
..
defineSound{
name = "skeleton_walk",
filename = "assets/samples/monsters/skeleton_walk_01.wav",
loop = false,
volume = 1,
minDistance = 1,
maxDistance = 10,
}
..
end
Code: Select all
..
defineAnimationEvent{
animation = "assets/animations/monsters/skeleton_warrior/skeleton_warrior_walk.fbx",
event = "footstep",
frame = 9,
}
defineAnimationEvent{
animation = "assets/animations/monsters/skeleton_warrior/skeleton_warrior_walk.fbx",
event = "footstep",
frame = 20,
}
defineAnimationEvent{
animation = "assets/animations/monsters/skeleton_warrior/skeleton_warrior_walk.fbx",
event = "footstep",
frame = 31,
}
defineAnimationEvent{
animation = "assets/animations/monsters/skeleton_warrior/skeleton_warrior_walk.fbx",
event = "footstep",
frame = 42,
}
defineAnimationEvent{
animation = "assets/animations/monsters/skeleton_warrior/skeleton_warrior_walk.fbx",
event = "footstep",
frame = 55,
}
..
Code: Select all
--
-- BARBARIAN AXE AND SHIELD
--
-- Legend of Grimrock Custom Monster
-------------------------------------------------------
-- monster definition
-------------------------------------------------------
defineObject{
name = "leki_barbarian_axe_shield",
class = "Monster",
model = "mod_assets/plugins/barbarian_axe/models/barbarian_new_axe_shield.fbx",
meshName = "barbarian_mesh",
animations = {
idle = "mod_assets/plugins/barbarian_axe/animations/barbarian_axe_shield_idle.fbx",
moveForward = "mod_assets/plugins/barbarian_axe/animations/barbarian_axe_shield_walk.fbx",
turnLeft = "mod_assets/plugins/barbarian_axe/animations/barbarian_axe_shield_turn_left.fbx",
turnRight = "mod_assets/plugins/barbarian_axe/animations/barbarian_axe_shield_turn_right.fbx",
attack = "mod_assets/plugins/barbarian_axe/animations/barbarian_axe_shield_attack.fbx",
getHitFrontLeft = "mod_assets/plugins/barbarian_axe/animations/barbarian_axe_shield_idle.fbx",
getHitFrontRight = "mod_assets/plugins/barbarian_axe/animations/barbarian_axe_shield_idle.fbx",
getHitBack = "mod_assets/plugins/barbarian_axe/animations/barbarian_axe_shield_idle.fbx",
getHitLeft = "mod_assets/plugins/barbarian_axe/animations/barbarian_axe_shield_idle.fbx",
getHitRight = "mod_assets/plugins/barbarian_axe/animations/barbarian_axe_shield_idle.fbx",
fall = "mod_assets/plugins/barbarian_axe/animations/barbarian_axe_shield_idle.fbx",
},
moveSound = "barbarian_walk",
attackSound = "damage_human_male",
hitSound = "damage_human_male",
dieSound = "damage_minotaur_male",
hitEffect = "hit_blood",
capsuleHeight = 0.4,
capsuleRadius = 0.3,
collisionRadius = 0.6,
turnAnimSpeed = 1.0,
attackAnimSpeed = 1.0,
health = 80,
sight = 4,
attackPower = 30,
accuracy = 10,
protection = 10,
immunities = { "poison" },
movementCoolDown = 0.5,
coolDown = { 0.5, 1 },
evasion = 1,
noRecoilInterval = { 0.25, 1 },
exp = 680,
lootDrop = { 75, "snail_slice", 10, "snail_slice" },
healthIncrement = 30,
attackPowerIncrement = 9,
brain = "Melee",
protectionIncrement = 1,
}
defineObject{
name = "leki_barbarian_axe_shield__patrol_2",
class = "MonsterGroup",
monsterType = "leki_barbarian_axe_shield",
count = 2,
}
-------------------------------------------------------
-- sounds
-------------------------------------------------------
defineSound{
name = "barbarian_walk",
filename = "mod_assets/plugins/barbarian_axe/sounds/barbarian_step.wav",
loop = false,
volume = 2,
minDistance = 1,
maxDistance = 10,
}
-------------------------------------------------------
-- animation events
-------------------------------------------------------
defineAnimationEvent{
animation = "mod_assets/plugins/barbarian_axe/animations/barbarian_axe_shield_attack.fbx",
event = "attack",
frame = 20,
}
defineAnimationEvent{
animation = "mod_assets/plugins/barbarian_axe/animations/barbarian_axe_shield_walk.fbx",
event = "footstep",
frame = 3,
}
defineAnimationEvent{
animation = "mod_assets/plugins/barbarian_axe/animations/barbarian_axe_shield_walk.fbx",
event = "footstep",
frame = 18,
}
defineAnimationEvent{
animation = "mod_assets/plugins/barbarian_axe/animations/barbarian_axe_shield_walk.fbx",
event = "footstep",
frame = 34,
}
defineAnimationEvent{
animation = "mod_assets/plugins/barbarian_axe/animations/barbarian_axe_shield_walk.fbx",
event = "footstep",
frame = 52,
}
defineAnimationEvent{
animation = "mod_assets/plugins/barbarian_axe/animations/barbarian_axe_shield_walk.fbx",
event = "footstep",
frame = 60,
}
-------------------------------------------------------
-- materials
-------------------------------------------------------
defineMaterial{
name = "barbarian",
diffuseMap = "mod_assets/plugins/barbarian_axe/textures/barbarian_d.tga",
specularMap = "mod_assets/plugins/barbarian_axe/textures/barbarian_s.tga",
normalMap = "mod_assets/plugins/barbarian_axe/textures/barbarian_n.tga",
doubleSided = false,
lighting = true,
alphaTest = true,
blendMode = "Opaque",
textureAddressMode = "Wrap",
glossiness = 20,
depthBias = 0,