Search found 37 matches
- Sat Oct 14, 2023 11:21 pm
- Forum: Mod Creation
- Topic: Overriding a spell rune combo?
- Replies: 1
- Views: 979
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...
- Thu Jul 20, 2023 10:36 am
- Forum: Mod Creation
- Topic: What does Champion:damage() actually do?
- Replies: 4
- Views: 2571
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?
So that's calculated before it gets this far?
- Thu Jul 20, 2023 1:19 am
- Forum: Mod Creation
- Topic: What does Champion:damage() actually do?
- Replies: 4
- Views: 2571
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?
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?
- Wed Jul 19, 2023 2:57 pm
- Forum: Mod Creation
- Topic: What does Champion:damage() actually do?
- Replies: 4
- Views: 2571
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 ...
- Mon Jul 17, 2023 1:50 pm
- Forum: Mod Creation
- Topic: Custom turn attacks and move attacks.
- Replies: 2
- Views: 1888
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...
- Sun Jul 16, 2023 11:58 pm
- Forum: Mod Creation
- Topic: Custom turn attacks and move attacks.
- Replies: 2
- Views: 1888
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...
- Sat Jun 24, 2023 1:55 pm
- Forum: Mod Creation
- Topic: Armature causing silent crash.
- Replies: 7
- Views: 3244
Re: Armature causing silent crash.
There is a limit, of somewhere around 60 bones.
Could be 64. Or possibly 500 or 512 animation channels.
I haven't tested it enough to find the exact number, but the boss that started all this works and looks decent with 58.
Now time to fit him dramatically into the mod!
Could be 64. Or possibly 500 or 512 animation channels.
I haven't tested it enough to find the exact number, but the boss that started all this works and looks decent with 58.
Now time to fit him dramatically into the mod!
- Tue Jun 13, 2023 12:13 pm
- Forum: Mod Creation
- Topic: Armature causing silent crash.
- Replies: 7
- Views: 3244
Re: Armature causing silent crash.
OK cool. I'd need to decide where to split it to not look disjointed. I'm also working on a version of the same monster with the same number of end-result bones as Lindworm to be safe. The animations are not disappointing like I thought they would be. But I have not tested that version in game yet. ...
- Thu Jun 08, 2023 1:26 am
- Forum: Mod Creation
- Topic: Armature causing silent crash.
- Replies: 7
- Views: 3244
Re: Armature causing silent crash.
On further testing, exporting with no material works. The mesh is invisible, but the shadow animates. Adding a material (even a known good vanilla one) crashes. And having the monster catch on fire with an invisible material also crashes. I hope that raises a "That could be <known issue>" ...
- Sat May 06, 2023 4:18 pm
- Forum: Mod Creation
- Topic: Armature causing silent crash.
- Replies: 7
- Views: 3244
Re: Armature causing silent crash.
Okay here's a blend. Looks like garbage to hide spoilers. There's also a monster def, but there's nothing in that to be the issue (it's copied and renamed from a vanilla monster, with all actions using the same animation for testing). https://drive.google.com/drive/folders/1R3UCTBJqPA-n2_Bk9gRe84iy9...