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Re: (23) re-textured/re-coloured MONSTERS + new item drops
Posted: Sun Nov 11, 2012 4:44 am
by Komag
maybe being frozen would also add some armor to the party to balance it a bit and make some sense in a way (even though that's not the way it works with enemies)
Re: (23) re-textured/re-coloured MONSTERS + new item drops
Posted: Sun Nov 11, 2012 4:51 am
by Soaponarope
I wasn't expecting it to be able to freeze the party, just be a full ranged ice attack. I used frostbolt shooters at the end of my pyramid dungeon and they worked fine to just do ice damage to the party, so I figured I could do the same with custom monsters.
That is disappointing news about ranged attacks. Seems monsters can't even fire normal arrows for instance, they always must be frost. There is no purpose to limit us to only things used in the original game when all the defs are already there. I sure hope they change this.
Re: (23) re-textured/re-coloured MONSTERS + new item drops
Posted: Sun Nov 11, 2012 4:52 am
by Neikun
Well my current testing creature- the Ergardian has hit me with about 20 frostbolts. I haven't been frozen. There's a certain advantage to not actually having a body.
At Soap: It is infact possible to use other ranged attacks. You just have to use the onRangedAttack hook instead.
Check it out:
viewtopic.php?f=14&t=4085
Code: Select all
onRangedAttack = function(self)
local dx, dy = getForward(self.facing)
spawn("frostbolt", self.level, self.x + dx, self.y + dy, self.facing)
return false
end,
Re: (23) re-textured/re-coloured MONSTERS + new item drops
Posted: Sun Nov 11, 2012 5:11 am
by Soaponarope
Cool, sounds like it all works then. Scripts solve most everything.
Though I do hope for future updates, more options are available on many such situations. It seems like often workarounds are needed for things that should just be allowed normally.
Re: (23) re-textured/re-coloured MONSTERS + new item drops
Posted: Sun Nov 11, 2012 7:24 am
by crisman
This code can simulate a freezing stat. Whenever someone is hit with a cold type damage, there's a chance that will be paralyzed. If all the champions are paralyzed, they cannot move nor turn anymore. How does that sounds??
Code: Select all
cloneObject{
name = "party",
baseObject = "party",
onDamage = function (champion, damage, type)
if type == "cold" and math.random() < 0.7 then
champion:setConditionCumulative("paralyzed", 5)
end
end,
onMove = function (self, facing)
for i = 1, 4 do
if not party:getChampion(i):hasCondition("paralyzed") then
return true
end
end
return false
end,
onTurn = function (self, direction)
for i = 1, 4 do
if not party:getChampion(i):hasCondition("paralyzed") then
return true
end
end
return false
end,
}
Re: (23) re-textured/re-coloured MONSTERS + new item drops
Posted: Sun Nov 11, 2012 12:36 pm
by akroma222
Ha! That is very groovy indeed.... scripts to solve many things!
Thanks Crisman and Neikun for sharing those
Frostbolts are back on the menu
Re: (23) re-textured/re-coloured MONSTERS + new item drops
Posted: Mon Nov 12, 2012 7:25 pm
by Periodiko
What causes ugardians to have or not have flames covering themselves?
Re: (23) re-textured/re-coloured MONSTERS + new item drops
Posted: Tue Nov 13, 2012 1:40 am
by Neikun
I know that cloning an uggardian removes this particle effect. I do not think we have access to the original particle effect, but I do think it can be recreated.
Re: (23) re-textured/re-coloured MONSTERS + new item drops
Posted: Tue Nov 13, 2012 2:52 am
by Periodiko
So it's probably hard-coded?
Re: (24) re-textured/re-coloured MONSTERS + new item drops
Posted: Fri Nov 16, 2012 3:31 pm
by akroma222
Hi All,
Shrakk Torr "Bee" has been added.
It is angrier than the original (if that was even possible)
Enjoy
EDIT-initially the model file had a diff material referenced, this is fixed now (Ta Crisman!)