Search found 433 matches

by zimberzimber
Tue Sep 27, 2016 11:27 pm
Forum: Mod Creation
Topic: [ASSETS] Zimber's Assets v1.10 [vampire/archer + Goodbye]
Replies: 100
Views: 175225

Re: [ASSETS] I made an asset pack [UPDATE v1.3]

Updated to v1.3!
Turned the castle into a diabolical temple, dedicated to summoning foul creatures from the depths of the earth :twisted:
I had bigger plans for some more monsters, but certain events stopped me from delivering them this update :(
by zimberzimber
Tue Sep 27, 2016 5:13 am
Forum: Mod Creation
Topic: Spawning new tiles
Replies: 2
Views: 4596

Re: Spawning new tiles

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.
by zimberzimber
Sun Sep 18, 2016 6:51 pm
Forum: Mod Creation
Topic: [ASSETS] Zimber's Assets v1.10 [vampire/archer + Goodbye]
Replies: 100
Views: 175225

Re: [ASSETS] I made an asset pack [UPDATE v1.2]

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...
by zimberzimber
Sun Sep 18, 2016 6:18 pm
Forum: Mod Creation
Topic: [ASSETS] Zimber's Assets v1.10 [vampire/archer + Goodbye]
Replies: 100
Views: 175225

Re: [ASSETS] I made an asset pack [UPDATE v1.2]

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 ;)
by zimberzimber
Sun Sep 18, 2016 6:00 pm
Forum: Mod Creation
Topic: [ASSETS] Zimber's Assets v1.10 [vampire/archer + Goodbye]
Replies: 100
Views: 175225

Re: [ASSETS] I made an asset pack [UPDATE v1.2]

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...
by zimberzimber
Sat Sep 17, 2016 8:23 pm
Forum: Mod Creation
Topic: Please, help with scripting new traits
Replies: 11
Views: 13221

Re: Please, help with scripting new traits

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...
by zimberzimber
Thu Sep 15, 2016 3:05 am
Forum: Mod Creation
Topic: [ASSETS] Zimber's Assets v1.10 [vampire/archer + Goodbye]
Replies: 100
Views: 175225

Re: [ASSETS] I made an asset pack [UPDATE v1.1a]

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...
by zimberzimber
Thu Sep 15, 2016 1:27 am
Forum: Mod Creation
Topic: Please, help with scripting new traits
Replies: 11
Views: 13221

Re: Please, help with scripting new traits

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(&...
by zimberzimber
Wed Sep 14, 2016 9:54 pm
Forum: Mod Creation
Topic: [ASSETS] Zimber's Assets v1.10 [vampire/archer + Goodbye]
Replies: 100
Views: 175225

Re: [ASSETS] I made an asset pack [UPDATE v1.1a]

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...
by zimberzimber
Wed Sep 14, 2016 1:44 pm
Forum: Mod Creation
Topic: Please, help with scripting new traits
Replies: 11
Views: 13221

Re: Please, help with scripting new traits

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...