any way to directly detect if player is hit by blob?
any way to directly detect if player is hit by blob?
I can't make onDamage or onProjectileHit give me any results, presumably because blob isn't a projectile and does no damage. Is there any other way to directly detect if the party is hit by a blob?
If not then all I can think of is to set up accurate timers to know that the blob failed to hit the receptor on time, but I'm going to set up a lot of them so I'd rather have a direct approach is possible
If not then all I can think of is to set up accurate timers to know that the blob failed to hit the receptor on time, but I'm going to set up a lot of them so I'd rather have a direct approach is possible
Finished Dungeons - complete mods to play
Re: any way to directly detect if player is hit by blob?
That's exactly what I'm doing with my spells framework... setting up a ton of timers
. And one of the goals of the project was to handle such cases because it was impossible in native Grimrock.
What you ask is super easy in exsp:
But there's a lot going on behind the scenes to make it happen...
PS: By the way, I've found a few bugs in 1.3.3, working on a more stable release that will also integrate some of Grimwold's work, new version should be up soon, don't download it right now, might not be 100% stable.
What you ask is super easy in exsp:
Code: Select all
exsp.addSpellHooks("blob",{
onPartyHit = function(sId)
[do whatever you want, sId being the id of the blob entity]
end
}
)
PS: By the way, I've found a few bugs in 1.3.3, working on a more stable release that will also integrate some of Grimwold's work, new version should be up soon, don't download it right now, might not be 100% stable.
Re: any way to directly detect if player is hit by blob?
From: hyteria
To: Komag
dunno if this can help but if your problem is that blob isn't a projectile, and didn't make damage, why you don't custom a spell like blob but who did damage? :p
---------
it's a good idea!
(I'm not ready to do exsp yet, trying to keep things simple for this project, but thanks, good to know it's available!)
To: Komag
dunno if this can help but if your problem is that blob isn't a projectile, and didn't make damage, why you don't custom a spell like blob but who did damage? :p
---------
it's a good idea!
(I'm not ready to do exsp yet, trying to keep things simple for this project, but thanks, good to know it's available!)
Finished Dungeons - complete mods to play
Re: any way to directly detect if player is hit by blob?
you knonw that i m unskilled on code but if can help with some logic mind hehehe
Re: any way to directly detect if player is hit by blob?
I've never messed with custom spells before - I can't find any original spells! I of course have the asset pack, but the spell.lua is full of defineObject, no defineSpell anywhere. Where are they?
Finished Dungeons - complete mods to play
Re: any way to directly detect if player is hit by blob?
i think it s a function in a game script
Re: any way to directly detect if player is hit by blob?
Oh I know this... Where did I see them when I was doing my gardians?
EDIT: They're in objects.lua
Just ctrl+f and find the one you're looking for n.n
EDIT: They're in objects.lua
Just ctrl+f and find the one you're looking for n.n
"I'm okay with being referred to as a goddess."
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Re: any way to directly detect if player is hit by blob?
there are no spells in my asset pack objects.lua
Finished Dungeons - complete mods to play
Re: any way to directly detect if player is hit by blob?
check grimworld tread , he worked on some custom spell , maybee this help , i think you had to add it into game in a script
Re: any way to directly detect if player is hit by blob?
Weird... There are in mine. Do you have the latest version?
Anyway, in case you still can't find them:
Anyway, in case you still can't find them:
SpoilerShow
Code: Select all
defineObject{
name = "fireburst",
class = "BurstSpell",
screenEffect = "fireball_screen",
particleSystem = "fireburst",
lightColor = vec(0.75, 0.4, 0.25),
lightBrightness = 40,
lightRange = 4,
sound = "fireburst",
attackPower = 20,
damageType = "fire",
--cameraShake = true,
tags = { "spell" },
}
defineObject{
name = "shockburst",
class = "BurstSpell",
particleSystem = "shockburst",
lightColor = vec(0.25, 0.5, 1),
lightBrightness = 40,
lightRange = 4,
sound = "shockburst",
attackPower = 27,
damageType = "shock",
--cameraShake = true,
tags = { "spell" },
}
defineObject{
name = "frostburst",
class = "BurstSpell",
particleSystem = "frostburst",
lightColor = vec(0.25, 0.5, 1),
lightBrightness = 40,
lightRange = 4,
sound = "frostburst",
attackPower = 20,
damageType = "cold",
--cameraShake = true,
tags = { "spell" },
}
defineObject{
name = "fireball",
class = "ProjectileSpell",
particleSystem = "fireball",
hitParticleEffect = "fireball_hit",
lightColor = vec(1, 0.5, 0.25),
lightBrightness = 15,
lightRange = 7,
lightHitBrightness = 40,
lightHitRange = 10,
castShadow = true,
launchSound = "fireball_launch",
projectileSound = "fireball",
hitSound = "fireball_hit",
screenEffect = "fireball_screen",
projectileSpeed = 7.5,
attackPower = 30,
damageType = "fire",
--cameraShake = true,
tags = { "spell" },
}
defineObject{
name = "fireball_greater",
class = "ProjectileSpell",
particleSystem = "fireball_greater",
hitParticleEffect = "fireball_hit_greater",
lightColor = vec(1, 0.5, 0.25),
lightBrightness = 15,
lightRange = 7,
lightHitBrightness = 40,
lightHitRange = 10,
castShadow = true,
launchSound = "fireball_launch",
projectileSound = "fireball",
hitSound = "fireball_hit",
screenEffect = "fireball_screen",
projectileSpeed = 7.5,
attackPower = 60,
damageType = "fire",
--cameraShake = true,
tags = { "spell" },
}
defineObject{
name = "poison_bolt",
class = "ProjectileSpell",
particleSystem = "poison_bolt",
hitParticleEffect = "poison_bolt_hit",
lightColor = vec(0.25, 0.6, 0.2),
lightBrightness = 4,
lightRange = 4,
lightHitBrightness = 4,
lightHitRange = 5,
launchSound = "poison_bolt_launch",
projectileSound = "poison_bolt",
hitSound = "poison_bolt_hit",
screenEffect = "poison_bolt_screen",
projectileSpeed = 7.5,
attackPower = 20,
damageType = "poison",
--cameraShake = true,
tags = { "spell" },
}
defineObject{
name = "poison_bolt_greater",
class = "ProjectileSpell",
particleSystem = "poison_bolt",
hitParticleEffect = "poison_bolt_hit",
lightColor = vec(0.25, 0.6, 0.2),
lightBrightness = 4,
lightRange = 4,
lightHitBrightness = 4,
lightHitRange = 5,
launchSound = "poison_bolt_launch",
projectileSound = "poison_bolt",
hitSound = "poison_bolt_hit",
screenEffect = "poison_bolt_screen",
projectileSpeed = 7.5,
attackPower = 35,
damageType = "poison",
--cameraShake = true,
tags = { "spell" },
}
defineObject{
name = "frostbolt",
class = "ProjectileSpell",
particleSystem = "frostbolt",
hitParticleEffect = "frostbolt_hit",
lightColor = vec(0.25, 0.5, 1),
lightBrightness = 15,
lightRange = 7,
lightHitBrightness = 40,
lightHitRange = 10,
launchSound = "frostbolt_launch",
projectileSound = "frostbolt",
hitSound = "frostbolt_hit",
projectileSpeed = 7.5,
attackPower = 10,
damageType = "cold",
freezeChance = 50,
freezeDuration = 4,
--cameraShake = true,
tags = { "spell" },
}
defineObject{
name = "improved_frostbolt",
class = "ProjectileSpell",
particleSystem = "frostbolt",
hitParticleEffect = "frostbolt_hit",
lightColor = vec(0.25, 0.5, 1),
lightBrightness = 15,
lightRange = 7,
lightHitBrightness = 40,
lightHitRange = 10,
launchSound = "frostbolt_launch",
projectileSound = "frostbolt",
hitSound = "frostbolt_hit",
projectileSpeed = 7.5,
attackPower = 15,
damageType = "cold",
freezeChance = 50,
freezeDuration = 7,
--cameraShake = true,
tags = { "spell" },
}
defineObject{
name = "ice_shards",
class = "IceShards",
attackPower = 20,
chainCounter = 4,
--cameraShake = true,
tags = { "spell" },
}
defineObject{
name = "lightning_bolt",
class = "ProjectileSpell",
particleSystem = "lightning_bolt",
hitParticleEffect = "lightning_bolt_hit",
lightColor = vec(0.25, 0.5, 1),
lightBrightness = 15,
lightRange = 7,
lightHitBrightness = 40,
lightHitRange = 10,
castShadow = true,
launchSound = "lightning_bolt_launch",
projectileSound = "lightning_bolt",
hitSound = "lightning_bolt_hit_small",
projectileSpeed = 10,
attackPower = 35,
damageType = "shock",
--cameraShake = true,
tags = { "spell" },
}
defineObject{
name = "lightning_bolt_greater",
class = "ProjectileSpell",
particleSystem = "lightning_bolt_greater",
hitParticleEffect = "lightning_bolt_hit_greater",
lightColor = vec(0.25, 0.5, 1),
lightBrightness = 15,
lightRange = 7,
lightHitBrightness = 40,
lightHitRange = 10,
castShadow = true,
launchSound = "lightning_bolt_launch",
projectileSound = "lightning_bolt",
hitSound = "lightning_bolt_hit",
projectileSpeed = 10,
attackPower = 47,
damageType = "shock",
--cameraShake = true,
tags = { "spell" },
}
defineObject{
name = "powerbolt",
class = "ProjectileSpell",
particleSystem = "lightning_bolt",
hitParticleEffect = "lightning_bolt_hit",
lightColor = vec(0.25, 0.5, 1),
lightBrightness = 15,
lightRange = 7,
lightHitBrightness = 40,
lightHitRange = 10,
castShadow = true,
launchSound = "lightning_bolt_launch",
projectileSound = "lightning_bolt",
hitSound = "lightning_bolt_hit",
projectileSpeed = 10,
attackPower = 35,
damageType = "shock",
--cameraShake = true,
tags = { "spell" },
}
defineObject{
name = "poison_cloud",
class = "PoisonCloud",
attackPower = 5,
tags = { "spell" },
}
defineObject{
name = "blob",
class = "Blob",
tags = { "spell" },
}"I'm okay with being referred to as a goddess."
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
- Message me to join in!
