1 - Breakable Walls would be nice ported over.
2 - Bolder Pit
3 - The exploding barrels, barrels give give you random food.
4 - The spider eggs hatching.
5 - Breakable Cave_in.
6 - Most certainly the sx town set that was used for lotnr.
7 - Village Winter set.
8 - mysblade - you cant take that torch.
9 - All of lekis custom monsters, beholder etc....
10 - sx water fountains
and many more assets the community made for LOG 1. I am trying to do some now, but the references I don't know much about except what I am getting here atm. Ok thxs have a good one ahy
EDIT: Here is a few examples that should be changed.
Code: Select all
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---- Breakable Cave In ----
---------------------------
cloneObject{
name = "my_destructible_cave_in",
baseObject = "dungeon_cave_in", -- you might want to change this to temple_cave_in or the prison one
brokenModel = "assets/models/env/floor_dirt.fbx", -- if anyone can find a better standard model for this, give me a shout
health = 50, -- adjust this to your needs
evasion = -1000,
hitEffect = "hit_dust",
hitSound = "impact_blade",
onProjectileHit = function()
return false -- projectiles (arrows and such) shouldn't be able to destroy it
end,
onHit = false, -- this is used to negate the "indestructible" property
onDie = function(self)
-- when blockage is destroyed, spawn 1-4 rocks
rocks = math.random(1,4)+1
for i = 1,rocks do
spawn("rock", self.level, self.x, self.y, i%4)
party:shakeCamera(0.8,0.8)
playSound("wall_sliding_lock")
end
end
}
--- Exploding Objects AND OBJECTS WITH ITEMS ---
------------------------------
----exploding_barrel_block----
------------------------------
cloneObject{
name = "my_exploding_barrel_block",
baseObject = "barrel_crate_block",
onDie = function(self)
for i = -1, 1 do
for j = -1, 1 do
spawn("fireburst", self.level, self.x + i, self.y + j, 0)
end
end
end
}
----------------------------
---Exploding Spider Eggs----
----------------------------
cloneObject{
name = "my_spider_eggs_hatching",
baseObject = "spider_eggs",
onDie = function(self)
for i = -1, 1 do
for j = -1, 1 do
spawn("poison_cloud", self.level, self.x + i, self.y + j, 0)
end
end
end,
}