Altar and counter

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DeDy
Posts: 132
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Re: Altar and counter

Post by DeDy »

or this :D

defineObject{
name = "altar_ogre",
class = "Altar",
model = "assets/models/env/altar.fbx",
placement = "floor",
onInsertItem = function(self, item)
local allowed = {"ogre_hammer"}
for i = 1, #allowed do
if item.name == allowed then
return item.name == allowed and self:getItemCount() == 0
end
end
end,
editorIcon = 52,
}

altar
Event = activate \\\ Action = decrement
Event = deactivate \\\ Action = increment

counter
Event = any \\\ Action = toggle

Work 3x Altar and 3 ogre hammer
1 remove hammer = door close
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Komag
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Re: Altar and counter

Post by Komag »

more than one way to skin a cat!
Finished Dungeons - complete mods to play
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Kuningas
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Location: Northern Finland

Re: Altar and counter

Post by Kuningas »

Komag wrote:more than one way to skin a cat!
Or an ogre for that matter -- yet I wouldn't be the first to try it ; D. (someone must have, hammers everywhere!)
BASILEUS
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Neikun
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Re: Altar and counter

Post by Neikun »

......
ogrealtar...
ogrealtar....
HMMM
BRB

Hint: Monsters have model files. At least one of them must look good as a stationary object.
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Neikun
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Re: Altar and counter

Post by Neikun »

Perhaps an alcove with a model of a person/creature would be the next big step in the dungeon shop project? hmm
Give item to alcove guy, he gives you money? Give money to alcove guy, he gives your item?
Hey. I'm the alcove guy!
Disclaimer. If you give me item or money, you will not get a return.
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Neikun
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Re: Altar and counter

Post by Neikun »

Image

Alright, I know it doesn't make much sense right now in the Temple wallset.
But when Phitt releases the mine Wallset, this is going to look awesome.
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DeDy
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Re: Altar and counter

Post by DeDy »

WOW Mine Wallset is here. Nice work.
viewtopic.php?f=14&t=3325&p=36771&hilit ... set#p36768
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Neikun
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Re: Altar and counter

Post by Neikun »

Indeed but it's not released to the public yet, I don't think D:
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