[ASSETS] LOG 1 MONSTERS - Enhanced Edition

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Prozail
Posts: 158
Joined: Mon Oct 27, 2014 3:36 pm

Re: [ASSETS] LOG 1 MONSTERS - Enhanced Edition

Post by Prozail » Fri Nov 28, 2014 6:43 pm

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,
   },

OGDA
Posts: 115
Joined: Tue Oct 28, 2014 5:07 pm

Re: [ASSETS] LOG 1 MONSTERS - Enhanced Edition

Post by OGDA » Fri Nov 28, 2014 11:25 pm

Works perfect!
Thank you very much! :)

Grimfan
Posts: 369
Joined: Wed Jan 02, 2013 7:48 am

Re: [ASSETS] LOG 1 MONSTERS - Enhanced Edition

Post by Grimfan » Sat Nov 29, 2014 4:59 am

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?

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THOM
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Re: [ASSETS] LOG 1 MONSTERS - Enhanced Edition

Post by THOM » Sat Nov 29, 2014 12:15 pm

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?
THOM formaly known as tschrage
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Prozail
Posts: 158
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Re: [ASSETS] LOG 1 MONSTERS - Enhanced Edition

Post by Prozail » Sat Nov 29, 2014 12:46 pm

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
   },

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Drakkan
Posts: 1317
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Re: [ASSETS] LOG 1 MONSTERS - Enhanced Edition

Post by Drakkan » Sat Nov 29, 2014 4:33 pm

can someboy pls bring back to live these originals spiders from Log1 ? I do not fear these new one :)
Breath from the unpromising waters.
Eye of the Atlantis

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Sutekh
Posts: 124
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Location: UK

Re: [ASSETS] LOG 1 MONSTERS - Enhanced Edition

Post by Sutekh » Sun Dec 14, 2014 5:42 pm

Here you go, Drakkan. I hope it works ok, I haven't found any problems yet.

> Old Spider <
SpoilerShow
Image
Be afraid! :twisted:
Last edited by Sutekh on Mon Sep 05, 2016 10:34 pm, edited 1 time in total.

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Drakkan
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Re: [ASSETS] LOG 1 MONSTERS - Enhanced Edition

Post by Drakkan » Sun Dec 14, 2014 7:26 pm

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
Breath from the unpromising waters.
Eye of the Atlantis

cameronC
Posts: 80
Joined: Wed Apr 11, 2012 10:54 pm

Re: [ASSETS] LOG 1 MONSTERS - Enhanced Edition

Post by cameronC » Sun Dec 14, 2014 7:42 pm

aaaahhhh!!!!

Very nice!
Writer and sometimes artist of the very slightly acclaimed comic series Scrambled Circuits. A comic series about a robot written by a human.

Grimrock 2 socketSystem: viewtopic.php?f=22&t=8546 / Github

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Ciccipicci
Posts: 154
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Re: [ASSETS] LOG 1 MONSTERS - Enhanced Edition

Post by Ciccipicci » Mon Dec 15, 2014 1:46 am

Love the spider!

What old ones are perfectly working just now?

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