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beholder by Leki

Posted: Tue Dec 03, 2013 8:17 pm
by bongobeat
Hello all

I wonder if anyone use the beholder monster by leki?
I want to make it more faster and aggressive, anyone knows what parameters has to be changed?

Re: beholder by Leki

Posted: Sat Dec 07, 2013 2:03 am
by DesperateGames
Hello bongobeat,

I have not downloaded the beholder monster. I have tried to find it in the leki monster thread, but the download link is broken. Reading onwards in the thread there is an explanation why this might be the case :cry:

But nevertheless I should be able to help you. If you want to make the beholder to be faster / more aggressive, find the beholder definition in monsters.lua and check the following values: (Quotes are from the asset definition reference)
turnAnimSpeed: (optional) animation speed multiplier for turning animations.
attackAnimSpeed: (optional) animation speed multiplier for attack animations.
Use these to make turning / attacking faster. I wasn't even aware that these existed, I always have used the Grimrock Model Toolkit to alter the animation speed.... :oops:
sight: the sight range of the monster in squares.
Turn sight up so the beholder will see and follow you over more squares.
health: the health of the monster when it’s spawned.
Turn health up to make the monster more durable.... :roll:
allAroundSight: a boolean which indicates that the monster can see in all directions.
Set to "true" to make the monster spot you earlier.
attackPower: the attack power of the monster’s attack.
Turn up for more damage.
rangedAttack: the ranged attack to perform when “ranged_attack” animation event is triggered. Must be one of the following: “lightning_bolt”, “lightning_bolt_greater”, “ice_shards”, “fireball”, “fireball_greater”, “poison_bolt”, “frost_arrow”.
If I remember correctly you can even add multiple ranged attacks.
movementCoolDown: TODO
Lower this value so the monster takes less "thinking" until it moves. This can make the monster very dangerous if combined with faster turning / movement animations!
coolDown: a table with two number values, the min and max cool down for monster’s attack in seconds.
Set to two low values so the monster will attack faster.
protection: monster’s protection statistic
evasion: monster’s evasion statistic
Increase for a more durable monster.
immunities: a list of effecst the monster is immune to. Available immunities are: “poison”, “fire”, “cold”, “shock”, “backstab” and “assassination”.
Add immunities to make the monster harder to defeat.
brain: the AI class to use. Must be one of the following: “Melee”, “Ranged”, “HerderSmall”, “HerderBig”, “Ogre”, “SkeletonArcher”, “Goromorg”, “Tentacle”, “Uggardian”, “Crab”, “Slime”, “Warden”, “Cube”
Experiment with the different brains and see which one gives the best results.

I think these are the most important values. From my experience a monster seems to be aggressive if it moves and attacks very fast, so I would try to improve the cooldowns and the animations.

Re: beholder by Leki

Posted: Sun Dec 08, 2013 12:43 am
by bongobeat
DesperateGames wrote:
movementCoolDown: TODO
Lower this value so the monster takes less "thinking" until it moves. This can make the monster very dangerous if combined with faster turning / movement animations!
Hi DesperateGames,
thank you for your help!
I know most of the parameters but the turnAnimSpeed and attackAnimSpeed are unknown for me. It doesn't work in first time, because I have put a low value, first I thought that it should be a low value to make them faster, but it's an higher value! :roll:

I have use a turnanimspeed and attackanimspeed of 4! As the move is really slow, now it makes the monster more dangerous!
What shall I do without you? ;)

I suppose that's what you did with the "crazy" goromorg in your level 6's mod (or 5), when the player had to "escort" a ultra fast goromorg from a cell to another cell. This level was a real nightmare. And sometimes I m asking myself, why the player did not play the monster role and vice et versa. ;)

Re: beholder by Leki

Posted: Sun Dec 08, 2013 11:09 pm
by DesperateGames
Glad to hear that this was helpful!
I suppose that's what you did with the "crazy" goromorg in your level 6's mod (or 5)
Yes exactly...but I used the Grimrock Model Toolkit to edit the animations so that they are faster....it is a little extra work, but the advantage is that you can also alter the speed of the normal movement Animation.
This level was a real nightmare.
That's what it's supposed to be :twisted:
And sometimes I m asking myself, why the player did not play the monster role and vice et versa.
Hmmm...interesting....maybe that is an idea for Prison ward 2 ;)

Re: beholder by Leki

Posted: Mon Dec 09, 2013 8:01 pm
by bongobeat
Ah yes, that what I was wondering, about changing animations. You have answered that question, thx! ;)
DesperateGames wrote: Hmmm...interesting....maybe that is an idea for Prison ward 2 ;)
So, when will the second opus comes? ;)