Re: [SOURCE] MONSTERS by Leki (DOWNLOAD Human Warrior)
Posted: Tue Oct 15, 2013 11:37 am
Code: Select all
defineParticleSystem{
name = "dragon_breath",
emitters = {
-- smoke
{
emissionRate = 75,
emissionTime = 0,
maxParticles = 75,
boxMin = {0.0, 0.0, 0.0},
boxMax = {0.0, 0.0, 0.0},
sprayAngle = {0,5},
velocity = {3,6},
texture = "assets/textures/particles/smoke_01.tga",
lifetime = {3,5},
color0 = {0.25, 0.25, 0.25},
opacity = 0.25,
fadeIn = 0.1,
fadeOut = 0.9,
size = {1.3, 2},
gravity = {0,0.7,0},
airResistance = 0.1,
rotationSpeed = 1,
blendMode = "Translucent",
},
-- flame trail
{
emissionRate = 35,
emissionTime = 0,
maxParticles = 35,
boxMin = {0.0, 0.0, 0.0},
boxMax = {0.0, 0.0, 0.0},
sprayAngle = {0,1},
velocity = {3, 9},
texture = "assets/textures/particles/torch_flame.tga",
frameRate = 24,
frameSize = 64,
frameCount = 12,
lifetime = {3, 5},
colorAnimation = true,
color0 = {2, 2, 2},
color1 = {1.0, 1.0, 1.0},
color2 = {1.0, 0.5, 0.25},
color3 = {1.0, 0.3, 0.1},
opacity = 1,
fadeIn = 0.15,
fadeOut = 0.3,
size = {0.2, 0.8},
gravity = {0,0.3,0},
airResistance = 1,
rotationSpeed = 1,
blendMode = "Additive",
objectSpace = false,
},
-- flame trail
{
emissionRate = 35,
emissionTime = 0,
maxParticles = 35,
boxMin = {0.0, 0.0, 0.0},
boxMax = {0.0, 0.0, 0.0},
sprayAngle = {0,1},
velocity = {3, 10},
texture = "assets/textures/particles/torch_flame.tga",
frameRate = 24,
frameSize = 64,
frameCount = 12,
lifetime = {3, 5},
colorAnimation = true,
color0 = {2, 2, 2},
color1 = {1.0, 1.0, 1.0},
color2 = {1.0, 0.5, 0.25},
color3 = {1.0, 0.3, 0.1},
opacity = 1,
fadeIn = 0.15,
fadeOut = 0.3,
size = {0.2, 0.8},
gravity = {0,-0.25,0},
airResistance = 1,
rotationSpeed = 1,
blendMode = "Additive",
objectSpace = false,
},
-- flame trail
{
emissionRate = 35,
emissionTime = 0,
maxParticles = 35,
boxMin = {0.0, 0.0, 0.0},
boxMax = {0.0, 0.0, 0.0},
sprayAngle = {0,1},
velocity = {4, 11},
texture = "assets/textures/particles/torch_flame.tga",
frameRate = 24,
frameSize = 64,
frameCount = 12,
lifetime = {3, 5},
colorAnimation = true,
color0 = {2, 2, 2},
color1 = {1.0, 1.0, 1.0},
color2 = {1.0, 0.5, 0.25},
color3 = {1.0, 0.3, 0.1},
opacity = 1,
fadeIn = 0.15,
fadeOut = 0.3,
size = {0.5, 2},
gravity = {0,0,0},
airResistance = 1,
rotationSpeed = 1,
blendMode = "Additive",
objectSpace = false,
}
}
}
It's event based monster atm, so I cannot say how many cells you need for him. Depends on the situation and the question is if dragon can be used as normal monster, until we find how to solve "capsule problem"... I will try to check it, but...odinsballs wrote:small informative question...... how many cell's does the dragon span , 3x3 i wager?
What is the capsule problem ~specifically? (I know what the capsule is.)Leki wrote:It's event based monster atm, so I cannot say how many cells you need for him. Depends on the situation and the question is if dragon can be used as normal monster, until we find how to solve "capsule problem"... I will try to check it, but...odinsballs wrote:small informative question...... how many cell's does the dragon span , 3x3 i wager?
Isaac wrote:What is the capsule problem ~specifically? (I know what the capsule is.)Leki wrote:It's event based monster atm, so I cannot say how many cells you need for him. Depends on the situation and the question is if dragon can be used as normal monster, until we find how to solve "capsule problem"... I will try to check it, but...odinsballs wrote:small informative question...... how many cell's does the dragon span , 3x3 i wager?
Some thoughts:Leki wrote:...
Well... Capsule first I guess.Isaac wrote:Some thoughts:Leki wrote:...
What about dynamically spawning&destroying invisible blockages and AI blockers in the onMove() hook that move with and deliberately block squares to the player and other AI; and also one could spawn&destroy damage tiles or ~very~ custom utility spell effects to simulate a tail swipe (where the animation plainly shows one). The isWall() function (and or the new findEntity function) could spawn blockers close to detected walls and tight corners to restrict the AI from making turning moves that would egregiously clip through the walls.
Attacks like a forward swipe could affect three tiles in the front (the middle and two damage effects on the sides).
A stomp could trigger the Earthquake effect and/or cause proximity damage.)