Search found 41 matches

by DaggorathMaster
Mon Jun 10, 2024 2:46 am
Forum: Mod Creation
Topic: setCauseCondition expects table
Replies: 4
Views: 654

Re: setCauseCondition expects table

OK. Actually now I see that that is just what Dark Acolytes do - causeCondition for poison, and a hook for paralysis. The choice of whether to use onDealDamage or onAttackHit can be made based one whether late-game heavily-armored champions are god-mode or still too vulnerable (pending playtesting)....
by DaggorathMaster
Mon Jun 03, 2024 4:28 am
Forum: Mod Creation
Topic: How do you assign a key to a chest?
Replies: 4
Views: 407

Re: How do you assign a key to a chest?

For the active "clickable" component (brasschest1.clickable): Have the onClick hook call a script function* which checks the id of the mouse item (the mouse item is what you are clicking with). (Anything in <> brackets is whatever you name(d) it). function <try_open_chest> (clickable) if g...
by DaggorathMaster
Sat Jun 01, 2024 7:39 pm
Forum: Mod Creation
Topic: setCauseCondition expects table
Replies: 4
Views: 654

Re: setCauseCondition expects table

I suppose I can settle for that if needed.
That approach does open the possibility of just reworking attack conditions entirely.
by DaggorathMaster
Sun May 26, 2024 4:41 pm
Forum: Mod Creation
Topic: setCauseCondition expects table
Replies: 4
Views: 654

setCauseCondition expects table

How does monsterAttack:setCauseCondition() work? It expects a table. But, of what? I am interested in having monsters cause more than one condition, e.g., spiders obviously poison, but IRL that poison causes paralysis, so I would increase the base chance, and pick a condition randomly (weighted). Bu...
by DaggorathMaster
Sat Oct 14, 2023 11:21 pm
Forum: Mod Creation
Topic: Overriding a spell rune combo?
Replies: 1
Views: 1217

Overriding a spell rune combo?

I've basically redone storm spells, to include spells per element, and SPOILER, SPOILER, and END-GAME-SPOILER... But Meteor Storm insists on running the vanilla version (at least that's what I think it's doing). Can I make it so that that rune combination reroutes to my version (so I can scale damag...
by DaggorathMaster
Thu Jul 20, 2023 10:36 am
Forum: Mod Creation
Topic: What does Champion:damage() actually do?
Replies: 4
Views: 2972

Re: What does Champion:damage() actually do?

I don't see pierce or protection in that code.
So that's calculated before it gets this far?
by DaggorathMaster
Thu Jul 20, 2023 1:19 am
Forum: Mod Creation
Topic: What does Champion:damage() actually do?
Replies: 4
Views: 2972

Re: What does Champion:damage() actually do?

OK so TRANSLATION: umod covers a LOT of this and I should take a serious look?

I've been hesitant to use other people's code because I WANT to "develop" the chops myself.
But a big part of doing programming as more than a hobby IS proper use of preexisting code, n'est-ce pas?
by DaggorathMaster
Wed Jul 19, 2023 2:57 pm
Forum: Mod Creation
Topic: What does Champion:damage() actually do?
Replies: 4
Views: 2972

What does Champion:damage() actually do?

What does Champion:damage() actually do? It accepts damage type, but doesn't know about the attack's "pierce" rating, so how can it do anything but raw damage, in which case why does it take damage type in the first place (unless it's sound or something superficial)? Basically I'm redoing ...
by DaggorathMaster
Mon Jul 17, 2023 1:50 pm
Forum: Mod Creation
Topic: Custom turn attacks and move attacks.
Replies: 2
Views: 2247

Re: Custom turn attacks and move attacks.

OK I had missed the "move_forward" animation event for those attacks. Works a bit too well now! (Mr. McBossLord needs a nerf). Helpful to know that the monster turns at the start of the turn attack. Maybe I'll just redo the animations to end facing forward, snd setPosition() with the new f...
by DaggorathMaster
Sun Jul 16, 2023 11:58 pm
Forum: Mod Creation
Topic: Custom turn attacks and move attacks.
Replies: 2
Views: 2247

Custom turn attacks and move attacks.

I am trying to do custom turn attacks and move attacks. Points of failure? Turning, moving, and, well, attacking... So, how can I make these actions: - Move or turn the attacker? - Land the attack in the right tile? I copied some things in moveAttack from the turtle, hoping that having a MonsterMove...