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Re: Awesome Dungeon

Posted: Sun Oct 14, 2012 1:37 am
by LordGarth
Also,

My Lord of Chaos monster is ready to go. Dont think I will show a pic though. He should be a surprise.

LG

Re: Awesome Dungeon

Posted: Sun Oct 14, 2012 1:47 am
by Neikun
LordGarth wrote:Play testing is going very well. It is quite enjoyable actually. I have made changes already in armor value and I have made lots of monsters stronger.

All the doors and keys and lock etc. Work.

Maybe I can get a partial game out there for others to playtest and let me know what they think.

LordGarth
I'm interested.

Re: Awesome Dungeon

Posted: Sun Oct 14, 2012 7:27 pm
by LordGarth
I guess I would post the partial game on the workshop and called a play test

LG

Re: Awesome Dungeon

Posted: Sun Oct 14, 2012 7:59 pm
by LordGarth
Cool,

I can make melee monsters cast spells when they hit with physical.

hahahahahha

The roleplaying in my dungeon will be mostly about which player class runs away the best ahahahahhaha

LG

Re: Awesome Dungeon

Posted: Tue Oct 16, 2012 11:04 pm
by LordGarth
My health potions are not over powered.
SpoilerShow
defineObject{
name = "blackdrake",
class = "Monster",
model = "mod_assets/models/black_lizard.fbx",
meshName = "ice_lizard_mesh",
animations = {
idle = "assets/animations/monsters/ice_lizard/ice_lizard_idle.fbx",
moveForward = "assets/animations/monsters/ice_lizard/ice_lizard_walk.fbx",
turnLeft = "assets/animations/monsters/ice_lizard/ice_lizard_turn_left.fbx",
turnRight = "assets/animations/monsters/ice_lizard/ice_lizard_turn_right.fbx",
attack = "assets/animations/monsters/ice_lizard/ice_lizard_attack.fbx",
turnAttackLeft = "assets/animations/monsters/ice_lizard/ice_lizard_attack_left.fbx",
turnAttackRight = "assets/animations/monsters/ice_lizard/ice_lizard_attack_right.fbx",
getHitFrontLeft = "assets/animations/monsters/ice_lizard/ice_lizard_get_hit_front_left.fbx",
getHitFrontRight = "assets/animations/monsters/ice_lizard/ice_lizard_get_hit_front_right.fbx",
getHitBack = "assets/animations/monsters/ice_lizard/ice_lizard_get_hit_back.fbx",
getHitLeft = "assets/animations/monsters/ice_lizard/ice_lizard_get_hit_left.fbx",
getHitRight = "assets/animations/monsters/ice_lizard/ice_lizard_get_hit_right.fbx",
fall = "assets/animations/monsters/ice_lizard/ice_lizard_get_hit_front_left.fbx",
},
moveSound = "ice_lizard_walk",
footstepSound = "ice_lizard_footstep",
attackSound = "ice_lizard_attack",
hitSound = "ice_lizard_hit",
dieSound = "ice_lizard_die",
hitEffect = "hit_blood",
capsuleHeight = 0.4,
capsuleRadius = 0.5,
health = 2500,
sight = 12,
attackPower = 90,
protection = 60,
evasion = 10,
accuracy = 40,
movementCoolDown = 1,
coolDown = { 1, 4 },
noRecoilInterval = { 0.2, 1 }, -- interval must end at 1, otherwise turn attack can be interrupted (looks ugly)
immunities = { "fire", "cold", "poison", “backstab”, “assassination },
exp = 3000,
lootDrop = { 70, "black_lizard_steak" },
healthIncrement = 40,
attackPowerIncrement = 8,
brain = "IceLizard",
onDealDamage = function(self, champion, damage)
if self.facing == 0 then
spawn("lightning_bolt", self.level, self.x, self.y-1, self.facing)
end
if self.facing == 1 then
spawn("lightning_bolt", self.level, self.x+1, self.y, self.facing)
end
if self.facing == 2 then
spawn("lightning_bolt", self.level, self.x, self.y+1, self.facing)
end
if self.facing == 3 then
spawn("lightning_bolt", self.level, self.x-1, self.y, self.facing)
end
if self.facing == 0 then
spawn("fireball", self.level, self.x, self.y-1, self.facing)
end
if self.facing == 1 then
spawn("fireball", self.level, self.x+1, self.y, self.facing)
end
if self.facing == 2 then
spawn("fireball", self.level, self.x, self.y+1, self.facing)
end
if self.facing == 3 then
spawn("fireball", self.level, self.x-1, self.y, self.facing)
end
if self.facing == 0 then
spawn("poison_bolt", self.level, self.x, self.y-1, self.facing)
end
if self.facing == 1 then
spawn("poison_bolt", self.level, self.x+1, self.y, self.facing)
end
if self.facing == 2 then
spawn("poison_bolt", self.level, self.x, self.y+1, self.facing)
end
if self.facing == 3 then
spawn("poison_bolt", self.level, self.x-1, self.y, self.facing)
end
end
}

Re: Awesome Dungeon

Posted: Tue Oct 16, 2012 11:29 pm
by Merethif
LordGarth wrote:immunities = { "fire", "cold", "poison", “backstab”, “assassination },
Yet another rogue non-friendly mod ;)

Re: Awesome Dungeon

Posted: Wed Oct 17, 2012 4:41 am
by war_dog
Looks promising :D

Re: Awesome Dungeon

Posted: Wed Oct 17, 2012 5:00 am
by Grimorial
Merethif wrote:
LordGarth wrote:immunities = { "fire", "cold", "poison", “backstab”, “assassination },
Yet another rogue non-friendly mod ;)
I feel your pain fellow rogue! My mod will not tread on you. 8-)

Re: Awesome Dungeon

Posted: Wed Oct 17, 2012 2:48 pm
by HaunterV
LordGarth wrote:My health potions are not over powered.
SpoilerShow
defineObject{
name = "blackdrake",
class = "Monster",
model = "mod_assets/models/black_lizard.fbx",
meshName = "ice_lizard_mesh",
animations = {
idle = "assets/animations/monsters/ice_lizard/ice_lizard_idle.fbx",
moveForward = "assets/animations/monsters/ice_lizard/ice_lizard_walk.fbx",
turnLeft = "assets/animations/monsters/ice_lizard/ice_lizard_turn_left.fbx",
turnRight = "assets/animations/monsters/ice_lizard/ice_lizard_turn_right.fbx",
attack = "assets/animations/monsters/ice_lizard/ice_lizard_attack.fbx",
turnAttackLeft = "assets/animations/monsters/ice_lizard/ice_lizard_attack_left.fbx",
turnAttackRight = "assets/animations/monsters/ice_lizard/ice_lizard_attack_right.fbx",
getHitFrontLeft = "assets/animations/monsters/ice_lizard/ice_lizard_get_hit_front_left.fbx",
getHitFrontRight = "assets/animations/monsters/ice_lizard/ice_lizard_get_hit_front_right.fbx",
getHitBack = "assets/animations/monsters/ice_lizard/ice_lizard_get_hit_back.fbx",
getHitLeft = "assets/animations/monsters/ice_lizard/ice_lizard_get_hit_left.fbx",
getHitRight = "assets/animations/monsters/ice_lizard/ice_lizard_get_hit_right.fbx",
fall = "assets/animations/monsters/ice_lizard/ice_lizard_get_hit_front_left.fbx",
},
moveSound = "ice_lizard_walk",
footstepSound = "ice_lizard_footstep",
attackSound = "ice_lizard_attack",
hitSound = "ice_lizard_hit",
dieSound = "ice_lizard_die",
hitEffect = "hit_blood",
capsuleHeight = 0.4,
capsuleRadius = 0.5,
health = 2500,
sight = 12,
attackPower = 90,
protection = 60,
evasion = 10,
accuracy = 40,
movementCoolDown = 1,
coolDown = { 1, 4 },
noRecoilInterval = { 0.2, 1 }, -- interval must end at 1, otherwise turn attack can be interrupted (looks ugly)
immunities = { "fire", "cold", "poison", “backstab”, “assassination },
exp = 3000,
lootDrop = { 70, "black_lizard_steak" },
healthIncrement = 40,
attackPowerIncrement = 8,
brain = "IceLizard",
onDealDamage = function(self, champion, damage)
if self.facing == 0 then
spawn("lightning_bolt", self.level, self.x, self.y-1, self.facing)
end
if self.facing == 1 then
spawn("lightning_bolt", self.level, self.x+1, self.y, self.facing)
end
if self.facing == 2 then
spawn("lightning_bolt", self.level, self.x, self.y+1, self.facing)
end
if self.facing == 3 then
spawn("lightning_bolt", self.level, self.x-1, self.y, self.facing)
end
if self.facing == 0 then
spawn("fireball", self.level, self.x, self.y-1, self.facing)
end
if self.facing == 1 then
spawn("fireball", self.level, self.x+1, self.y, self.facing)
end
if self.facing == 2 then
spawn("fireball", self.level, self.x, self.y+1, self.facing)
end
if self.facing == 3 then
spawn("fireball", self.level, self.x-1, self.y, self.facing)
end
if self.facing == 0 then
spawn("poison_bolt", self.level, self.x, self.y-1, self.facing)
end
if self.facing == 1 then
spawn("poison_bolt", self.level, self.x+1, self.y, self.facing)
end
if self.facing == 2 then
spawn("poison_bolt", self.level, self.x, self.y+1, self.facing)
end
if self.facing == 3 then
spawn("poison_bolt", self.level, self.x-1, self.y, self.facing)
end
end
}

immunities = { "fire", "cold", "poison", “backstab”, “assassination },

not sure if it matters but assassination is missing second " mark.

Re: Awesome Dungeon

Posted: Wed Oct 17, 2012 11:21 pm
by Neikun
It should :o