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Re: [ASSETS] LOG 1 MONSTERS - Enhanced Edition

Posted: Fri Nov 28, 2014 6:43 pm
by Prozail
hmm. i actually get that error in the editor aswell if the tentacle is on a different level. no solve yet though.

Seems to be that the TentacleBrain component is borked somehow, the TentacleHide component seems to be working, so we prob. just need to reinvent the brain-part from a normal BrainComponent.

Edit:
I've created a quick new brain for him. It needs an additional turnAttack. Just replace the TentacleBrain with theese two components, keep the rest.

Code: Select all

   {
      class = "Brain",
      name = "brain",
      sight = 2.5,
      allAroundSight = true,
	  onInit = function(self)
		self.go.brain:performAction("hide")
	  end,
	  onThink=function(self)
		if (Time:currentTime()-self.go.brain.partyLastSeen)>3.0 then
			self.go.brain:performAction("hide")
		else
			if self.go.brain.partyDiagonal then self.go.brain:wait(); return; end
			if self.go.brain.partyAhead then self.go.brain:meleeAttack(); return; end
			if self.go.brain.partyRight then self.go.brain:turnAttackRight(); return; end
			if self.go.brain.partyLeft then self.go.brain:turnAttackLeft(); return; end
			self.go.brain:turnAroundAttack()
			return
		end
	  end
   },
{
      class = "MonsterAttack",
      name = "turnAttack",
      sound = "tentacles_attack",
      impactSound = "tentacles_hit",
      accuracy = 15,
      cooldown = 2,
      attackPower = 20,
      animationSpeed = 1.1, 
      animations = { "attack", "attackBack", "attackLeft", "attackRight" },
      onDealDamage = function(self, champion, damage)
         if math.random() <= 0.2 then
            champion:setConditionValue("paralyzed", 10)
         end
      end,
   },

Re: [ASSETS] LOG 1 MONSTERS - Enhanced Edition

Posted: Fri Nov 28, 2014 11:25 pm
by OGDA
Works perfect!
Thank you very much! :)

Re: [ASSETS] LOG 1 MONSTERS - Enhanced Edition

Posted: Sat Nov 29, 2014 4:59 am
by Grimfan
Question that should be easily answered here:

Is there a specific underwater component for monsters or is it listed as an immunity, trait or something similar?

Re: [ASSETS] LOG 1 MONSTERS - Enhanced Edition

Posted: Sat Nov 29, 2014 12:15 pm
by THOM
Well - with bthat new brain component the Tentacles behave odd. It attacks party from side even if the party is one square away. And it does not hide anymore. Normally it retreats down after beeing hit or if nothing happens for some secounds.
I prefer the old brain more. One could avoid the crash by spawning the monter just when the party is entering the level?

Re: [ASSETS] LOG 1 MONSTERS - Enhanced Edition

Posted: Sat Nov 29, 2014 12:46 pm
by Prozail
I threw togheter that brain fairly quickly yesterday, im sure theres alot of tweeks to be needed. I honestly can't remember exactly how it's supposed to behave, and i've only tested it in the center of a 3x3 room... It should retreat after 3 second if the party is no longer visible, so if youre 2 squares away that should happen.

I still have a hard time figuring out exacly all the quirks of the brain-component, and what triggers what... honestly it's a mess and we doo need an official reference...

The problem with spawning it is, that.. if it gets spawned, and saved, if the player leaves the level, saves and reloads it will still trigger the bug (tried it). Something in the init-script in the tentaclebrain tries to call a local script somehow, (that is a nil-pointer).

This might behave a bit better, it still won't back down when hit though.

Code: Select all

{
      class = "Brain",
      name = "brain",
      sight = 1.5,
      allAroundSight = true,
	  onInit = function(self)
		self.go.brain:performAction("hide")
	  end,
	  onThink=function(self)
		if (Time:currentTime()-self.go.brain.partyLastSeen)>3.0 then
			self.go.brain:performAction("hide")
		else
			if self.go.brain.partyAdjacent then
				if self.go.brain.partyDiagonal then self.go.brain:wait(); return; end
				if self.go.brain.partyAhead then self.go.brain:meleeAttack(); return; end
				if not self.go.brain:turnAttack() then self.go.brain:turnAroundAttack() end
			end
		end
	  end
   },

Re: [ASSETS] LOG 1 MONSTERS - Enhanced Edition

Posted: Sat Nov 29, 2014 4:33 pm
by Drakkan
can someboy pls bring back to live these originals spiders from Log1 ? I do not fear these new one :)

Re: [ASSETS] LOG 1 MONSTERS - Enhanced Edition

Posted: Sun Dec 14, 2014 5:42 pm
by Sutekh
Here you go, Drakkan. I hope it works ok, I haven't found any problems yet.

> Old Spider <
SpoilerShow
Image
Be afraid! :twisted:

Re: [ASSETS] LOG 1 MONSTERS - Enhanced Edition

Posted: Sun Dec 14, 2014 7:26 pm
by Drakkan
Sutekh wrote:Here you go, Drakkan. I hope it works ok, I haven't found any problems yet.

> Old Spider <
SpoilerShow
Image
Be afraid! :twisted:
cool thanks ! I already converted some color variants, but this will save time.
Image

Re: [ASSETS] LOG 1 MONSTERS - Enhanced Edition

Posted: Sun Dec 14, 2014 7:42 pm
by cameronC
aaaahhhh!!!!

Very nice!

Re: [ASSETS] LOG 1 MONSTERS - Enhanced Edition

Posted: Mon Dec 15, 2014 1:46 am
by Ciccipicci
Love the spider!

What old ones are perfectly working just now?