Updated to v1.3!
Turned the castle into a diabolical temple, dedicated to summoning foul creatures from the depths of the earth
I had bigger plans for some more monsters, but certain events stopped me from delivering them this update
You could check for objects in the tile its about to spawn lava before it does.
I can't really give you the full function for checking right now because I'm on the phone, but the green herder in my asset pack uses a similar function for when spawning poison clouds while moving.
I hadn't anything in mind just yet, but I wasn't sure (or not) if the lich had a custom attack animation. It is, just hard to notice because of that distortion at the end. (lesson learned: never save a gif at the size of your screen and make it smaller through imgur) Are you doing an ORRR3 room? (o...
Neat stuff 8-) Are you doing custom Blender animations? Thank you! :D And other than scaling animation to resize monsters, the only new animation I made is for the Archlich. (gif 3 posts above this one) It's not too bad, but it could be better. What did you have in mind? I could use some practice ;)
Updated to 1.2 The Lich - Now a force to be reckoned with. Summons undead, shoots undeath bolts, creates poison cloud lines, and shoot slow homing undeath bolts. Passively applies the decay codition as long as it sees the party. Cannot be square danced as easily now :twisted: The Archlich - A strong...
I mostly learned myself with some help from the community where I felt totally lost. Read how 'x' works, copy-paste it, re-purpose it into 'y', and so on and so forth. Seeing going through other peoples mod sources and custom assets helps a lot as well. For example, in my pack I have two objects tha...
Having fun with some upcoming assets :D https://youtu.be/sPHDF2hLFhQ More fun: http://i.imgur.com/AkI3vEM.png EDIT: As I promised, the Lich is getting overhauled from a Goromorg into something unique! (also yay first animation) http://i.imgur.com/azW3oPi.gif (Some distortions occur in the gif, don't...
Aaaaaaand fixed: { class = "ViperRootBrain", name = "brain", sight = 5, morale = 100, -- fearless onThink = function(self) local e = self.go.boundElevation:getValue() if party.elevation > e or party.elevation < e then if self.go.burrowed:getValue() == 0 then self:performAction(&...
I've think at something you can add in your pack: modifying or creating a new liche that has the same kind of ability than the scavenger, without reducing armor, but with making loosing life any party member that get hurt by a melee damage. Right now, the Lich is just a Goromorg mechanic wise. I pl...
Got you a fix for the Viper Roots: -- They will not go up elevations, but they will go down elevations. I may fiddle with them not going down later. EDIT: Now they won't go down elevations: (replace the rise and descend actions with these) { class = "ViperRootBrain", name = "brain&quo...