Wardin25 Posted April 21, 2021 Share Posted April 21, 2021 10 hours ago, -Variant said: I thought I posted this already but obviously not. It was suggested I put these here so I shall. Anyhow I was doing some digging and found out that the giant eye in the sky is indeed named Alter, here's the animations of it revealing and hiding itself. Thats the icon for the new full moon nights (the ones while moonstorm is activated) 2 Link to comment Share on other sites More sharing options...
QuartzBeam Posted April 21, 2021 Share Posted April 21, 2021 1 hour ago, Wardin25 said: Thats the icon for the new full moon nights (the ones while moonstorm is activated) Is that supposed to contradict what Variant said? 2 1 Link to comment Share on other sites More sharing options...
lakhnish Posted April 21, 2021 Share Posted April 21, 2021 (edited) Can someone get me the animation of the Lord of the Fruitfly just flying? I'dĀ appreciate it. Thanks. Edited April 21, 2021 by lakhnish Link to comment Share on other sites More sharing options...
l0rdgumby Posted April 21, 2021 Share Posted April 21, 2021 2 hours ago, lakhnish said: Can someone get me the animation of the Lord of the Fruitfly just flying? I'dĀ appreciate it. Thanks. This is the idle animation so that should do it 3 3 Link to comment Share on other sites More sharing options...
minespatch Posted April 21, 2021 Share Posted April 21, 2021 2 hours ago, l0rdgumby said: This is the idle animation so that should do it Spoiler Ā 1 3 1 Link to comment Share on other sites More sharing options...
l0rdgumby Posted April 21, 2021 Share Posted April 21, 2021 4 1 1 Link to comment Share on other sites More sharing options...
HeatAndRun Posted April 22, 2021 Share Posted April 22, 2021 Now celestial champion at phase 2 will spin faster if your base speed is fast. gas gas gas.mp4 1 16 3 1 2 2 Link to comment Share on other sites More sharing options...
Pine G Posted April 23, 2021 Share Posted April 23, 2021 14 hours ago, HeatAndRun said: Now celestial champion at phase 2 will spin faster if your base speed is fast. Ā gas gas gas.mp4 11.99 MB Ā· 0 downloads This looks like it's been taken straight out of a cartoon, thanks for posting!Ā 1 1 Link to comment Share on other sites More sharing options...
Memetan Posted April 23, 2021 Share Posted April 23, 2021 18 hours ago, HeatAndRun said: Now celestial champion at phase 2 will spin faster if your base speed is fast. Ā gas gas gas.mp4 11.99 MB Ā· 0 downloads Your new pet looks awesome!!! 1 Link to comment Share on other sites More sharing options...
thegreatJash Posted April 23, 2021 Share Posted April 23, 2021 21 hours ago, HeatAndRun said: Now celestial champion at phase 2 will spin faster if your base speed is fast. Ā gas gas gas.mp4 11.99 MB Ā· 0 downloads This needs to have some of cap. 3 Link to comment Share on other sites More sharing options...
HowlVoid Posted April 23, 2021 Share Posted April 23, 2021 2 minutes ago, thegreatJash said: This needs to have some of cap. Holy holyga. The champion be like, "I am speed." 1 1 1 1 Link to comment Share on other sites More sharing options...
HeatAndRun Posted April 27, 2021 Share Posted April 27, 2021 (edited) Did you guys know... The gestalts don't attack you when you're wearing an enlightened crown? Like aĀ bone helm. You don't need to struggle with every night's lunacy effect if you have an enlightened crown when you're gonna exploit the perma full moon! Edited April 27, 2021 by HeatAndRun 2 1 Link to comment Share on other sites More sharing options...
thegreatJash Posted April 27, 2021 Share Posted April 27, 2021 1 minute ago, HeatAndRun said: Did you guys know... The gestalts don't attack you when you're wearing an enlightened crown? Like aĀ bone helm. You don't need to struggle with every night's lunacy effect if you have an enlightened crown when you're gonna exploit the perma full moon! I never seemed to notice this. That's really cool, but I still think it's sanity threshold needs lowering. 1 Link to comment Share on other sites More sharing options...
Hornete Posted April 27, 2021 Share Posted April 27, 2021 (edited) Phase1.wav Phase2.wav Phase3.wav Here's the new boss music for the Celestial Champion! Edit: There's also music for Wagstaffs lil minigame now!Ā WagExperimentMusic.wav Edited April 27, 2021 by Hornete 1 1 Link to comment Share on other sites More sharing options...
QuartzBeam Posted April 27, 2021 Share Posted April 27, 2021 40 minutes ago, thegreatJash said: I never seemed to notice this. That's cause it was only added when the crown became deconstructible. 2 Link to comment Share on other sites More sharing options...
Deerclops Mika Posted May 1, 2021 Share Posted May 1, 2021 Most likely someone has already written something like this before me, but I noticed in the game files the designation of things from The Gorge for the map. As long as I remember there were no maps Ā in the Gorge.Ā Does anyone know why they are needed in the game? And also this, I can't remember what it is 8 1 Link to comment Share on other sites More sharing options...
Hornete Posted May 1, 2021 Share Posted May 1, 2021 37 minutes ago, Deerclops Mika said: Most likely someone has already written something like this before me, but I noticed in the game files the designation of things from The Gorge for the map. As long as I remember there were no maps Ā in the Gorge.Ā Does anyone know why they are needed in the game? Maybe in an early version of the Gorge you could use the map? Ā 38 minutes ago, Deerclops Mika said: And also this, I can't remember what it is That's the old design of the mushlight!Ā : ) 3 2 Link to comment Share on other sites More sharing options...
Tim S. Posted May 4, 2021 Share Posted May 4, 2021 Does anyone know if and where the Archive Sigil is used? It's found under data/anim/archive_sigil.zipĀ There's an animation included, but I couldn't get it to run.. Ā Ā And while I'm here, could anyone of you help me understand theĀ brightmare_gestalt_invaderbrain.luaĀ file found in scripts/brains? Ā Spoiler require "behaviours/chaseandattack" require "behaviours/panic" require "behaviours/attackwall" require "behaviours/leash" require "behaviours/standstill" local WORK_DIST = 3 --must be greater than physics radii local LOST_DIST = 60 local RETURN_DIST = 15 local BASE_DIST = 6 local LOST_TIME = 5 local AGGRO_TIME = 6 local PETRIFY_TIME = 3 local PETRIFY_TIME_VAR = 1 local MoonBeastBrain = Class(Brain, function(self, inst) Ā Ā Brain._ctor(self, inst) Ā Ā self._losttime = nil Ā Ā self._petrifytime = nil end) local function GetInvadeTarget(inst) Ā Ā return inst.components.entitytracker:GetEntity("invadeTarget") end local function LostInvadeTarget(self) Ā Ā local target = GetInvadeTarget(self.inst) Ā Ā if target ~= nil and self.inst:IsNear(target, LOST_DIST) then Ā Ā Ā Ā self._losttime = nil Ā Ā Ā Ā return false Ā Ā elseif self._losttime == nil then Ā Ā Ā Ā self._losttime = GetTime() Ā Ā Ā Ā return false Ā Ā end Ā Ā return GetTime() - self._losttime > LOST_TIME end local function LostMoonCharge(self) Ā Ā local target = GetInvadeTarget(self.inst) Ā Ā if target == nil or Ā Ā Ā Ā ( Ā target.components.timer ~= nil and Ā Ā Ā Ā Ā Ā target.components.timer:TimerExists("InvadeTarget") ) then Ā Ā Ā Ā self._petrifytime = nil Ā Ā Ā Ā return false Ā Ā elseif self._petrifytime == nil then Ā Ā Ā Ā self._petrifytime = GetTime() + GetRandomWithVariance(PETRIFY_TIME, PETRIFY_TIME_VAR) Ā Ā Ā Ā return false Ā Ā end Ā Ā return GetTime() > self._petrifytime end local function ShouldTargetInvadeTarget(inst) Ā Ā local target = GetInvadeTarget(inst) Ā Ā return target ~= nil Ā Ā Ā Ā and target:HasTag("wagstaff_npc") Ā Ā Ā Ā --and target.components.timer ~= nil Ā Ā Ā Ā --and target.components.timer:TimerExists("InvadeTarget") Ā Ā Ā Ā and GetTime() - inst.components.combat:GetLastAttackedTime() > AGGRO_TIME end local function GetInvadeTargetPos(inst) Ā Ā local target = GetInvadeTarget(inst) Ā Ā return target ~= nil and target:GetPosition() or nil end local function AttackInvadeTarget(inst) Ā Ā --inst:PushEvent("workmoonbase", { invadetarget = GetInvadeTarget(inst) }) end local BREAKSKELETONS_MUST_TAGS = { "playerskeleton", "HAMMER_workable" } local function BreakSkeletons(inst) Ā Ā local skel = FindEntity(inst, 1.25, nil, BREAKSKELETONS_MUST_TAGS) Ā Ā if skel ~= nil then Ā Ā Ā Ā skel.components.workable:WorkedBy(inst, 1) Ā Ā end end local function shouldspit(inst) Ā Ā Ā if inst:HasTag("gestalt_invader_spitter") then Ā Ā Ā Ā Ā if inst.components.combat.target and not inst.components.timer:TimerExists("spit_cooldown") then Ā Ā Ā Ā Ā Ā Ā Ā return true Ā Ā Ā Ā Ā end Ā Ā Ā end end local function spit(inst) Ā Ā Ā local act = BufferedAction(inst, inst.components.combat.target, ACTIONS.TOSS) Ā Ā return act end local function shouldwaittospit(inst) Ā Ā Ā if inst:HasTag("gestalt_invader_spitter") then Ā Ā Ā Ā Ā if inst.components.combat.target then Ā Ā Ā Ā Ā Ā Ā Ā if inst:GetDistanceSqToInst(inst.components.combat.target) <= 4*4 then Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā return true Ā Ā Ā Ā Ā Ā Ā Ā end Ā Ā Ā Ā Ā end Ā Ā Ā end end function MoonBeastBrain:OnStart() Ā Ā local root = PriorityNode( Ā Ā { Ā Ā Ā Ā WhileNode(function() return self.inst.components.hauntable ~= nil and self.inst.components.hauntable.panic end, "PanicHaunted", Panic(self.inst)), Ā Ā Ā Ā WhileNode(function() return self.inst.components.health.takingfiredamage end, "OnFire", Panic(self.inst)), Ā Ā Ā Ā --Teleported away, or moonbase got removed Ā Ā Ā Ā WhileNode(function() return LostInvadeTarget(self) end, "Lost Target", Ā Ā Ā Ā Ā Ā ActionNode(function() self.inst.components.health:Kill() end)), Ā Ā Ā Ā WhileNode(function() return shouldspit(self.inst) end, "Spit", Ā Ā Ā Ā Ā Ā Ā DoAction(self.inst, spit)), Ā Ā Ā Ā Ā Ā Ā Ā Ā WhileNode(function() return shouldwaittospit(self.inst) end, "waittospit", Ā Ā Ā Ā Ā Ā Ā StandStill(self.inst)), Ā Ā Ā Ā SequenceNode{ Ā Ā Ā Ā Ā Ā ActionNode(function() BreakSkeletons(self.inst) end), Ā Ā Ā Ā Ā Ā AttackWall(self.inst), Ā Ā Ā Ā Ā Ā ActionNode(function() self.inst.components.combat:ResetCooldown() end), Ā Ā Ā Ā }, Ā Ā Ā Ā WhileNode(function() return ShouldTargetInvadeTarget(self.inst) end, "InvadeTarget", Ā Ā Ā Ā Ā Ā PriorityNode({ Ā Ā Ā Ā Ā Ā Ā Ā Leash(self.inst, function() return GetInvadeTarget(self.inst):GetPosition() end, WORK_DIST, WORK_DIST), Ā Ā Ā Ā Ā Ā Ā Ā ActionNode(function() AttackInvadeTarget(self.inst) end), Ā Ā Ā Ā Ā Ā Ā Ā StandStill(self.inst), Ā Ā Ā Ā Ā Ā })), Ā Ā Ā Ā ChaseAndAttack(self.inst, 100), Ā Ā Ā Ā Leash(self.inst, GetInvadeTargetPos, RETURN_DIST, BASE_DIST), Ā Ā Ā Ā Panic(self.inst), Ā Ā }, .25) Ā Ā self.bt = BT(self.inst, root) end return MoonBeastBrain Ā I'm not much of a coder myself, but it looks to me like a Moonbase/Wagstaff-Type event, except with Gestalts I reckon? Did Klei just plan on using Gestalts instead of mutated birds originally and scrapped the idea? What creature has the tag "gestalt_invader_spitter"? Would really appreciate the help of someone who actually knows what's going on here haha Thanks in advance! 2 Link to comment Share on other sites More sharing options...
Hornete Posted May 4, 2021 Share Posted May 4, 2021 34 minutes ago, Tim S. said: And while I'm here, could anyone of you help me understand theĀ brightmare_gestalt_invaderbrain.luaĀ file found in scripts/brains? Ā Ā Reveal hidden contents require "behaviours/chaseandattack" require "behaviours/panic" require "behaviours/attackwall" require "behaviours/leash" require "behaviours/standstill" local WORK_DIST = 3 --must be greater than physics radii local LOST_DIST = 60 local RETURN_DIST = 15 local BASE_DIST = 6 local LOST_TIME = 5 local AGGRO_TIME = 6 local PETRIFY_TIME = 3 local PETRIFY_TIME_VAR = 1 local MoonBeastBrain = Class(Brain, function(self, inst) Ā Ā Brain._ctor(self, inst) Ā Ā self._losttime = nil Ā Ā self._petrifytime = nil end) local function GetInvadeTarget(inst) Ā Ā return inst.components.entitytracker:GetEntity("invadeTarget") end local function LostInvadeTarget(self) Ā Ā local target = GetInvadeTarget(self.inst) Ā Ā if target ~= nil and self.inst:IsNear(target, LOST_DIST) then Ā Ā Ā Ā self._losttime = nil Ā Ā Ā Ā return false Ā Ā elseif self._losttime == nil then Ā Ā Ā Ā self._losttime = GetTime() Ā Ā Ā Ā return false Ā Ā end Ā Ā return GetTime() - self._losttime > LOST_TIME end local function LostMoonCharge(self) Ā Ā local target = GetInvadeTarget(self.inst) Ā Ā if target == nil or Ā Ā Ā Ā ( Ā target.components.timer ~= nil and Ā Ā Ā Ā Ā Ā target.components.timer:TimerExists("InvadeTarget") ) then Ā Ā Ā Ā self._petrifytime = nil Ā Ā Ā Ā return false Ā Ā elseif self._petrifytime == nil then Ā Ā Ā Ā self._petrifytime = GetTime() + GetRandomWithVariance(PETRIFY_TIME, PETRIFY_TIME_VAR) Ā Ā Ā Ā return false Ā Ā end Ā Ā return GetTime() > self._petrifytime end local function ShouldTargetInvadeTarget(inst) Ā Ā local target = GetInvadeTarget(inst) Ā Ā return target ~= nil Ā Ā Ā Ā and target:HasTag("wagstaff_npc") Ā Ā Ā Ā --and target.components.timer ~= nil Ā Ā Ā Ā --and target.components.timer:TimerExists("InvadeTarget") Ā Ā Ā Ā and GetTime() - inst.components.combat:GetLastAttackedTime() > AGGRO_TIME end local function GetInvadeTargetPos(inst) Ā Ā local target = GetInvadeTarget(inst) Ā Ā return target ~= nil and target:GetPosition() or nil end local function AttackInvadeTarget(inst) Ā Ā --inst:PushEvent("workmoonbase", { invadetarget = GetInvadeTarget(inst) }) end local BREAKSKELETONS_MUST_TAGS = { "playerskeleton", "HAMMER_workable" } local function BreakSkeletons(inst) Ā Ā local skel = FindEntity(inst, 1.25, nil, BREAKSKELETONS_MUST_TAGS) Ā Ā if skel ~= nil then Ā Ā Ā Ā skel.components.workable:WorkedBy(inst, 1) Ā Ā end end local function shouldspit(inst) Ā Ā Ā if inst:HasTag("gestalt_invader_spitter") then Ā Ā Ā Ā Ā if inst.components.combat.target and not inst.components.timer:TimerExists("spit_cooldown") then Ā Ā Ā Ā Ā Ā Ā Ā return true Ā Ā Ā Ā Ā end Ā Ā Ā end end local function spit(inst) Ā Ā Ā local act = BufferedAction(inst, inst.components.combat.target, ACTIONS.TOSS) Ā Ā return act end local function shouldwaittospit(inst) Ā Ā Ā if inst:HasTag("gestalt_invader_spitter") then Ā Ā Ā Ā Ā if inst.components.combat.target then Ā Ā Ā Ā Ā Ā Ā Ā if inst:GetDistanceSqToInst(inst.components.combat.target) <= 4*4 then Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā return true Ā Ā Ā Ā Ā Ā Ā Ā end Ā Ā Ā Ā Ā end Ā Ā Ā end end function MoonBeastBrain:OnStart() Ā Ā local root = PriorityNode( Ā Ā { Ā Ā Ā Ā WhileNode(function() return self.inst.components.hauntable ~= nil and self.inst.components.hauntable.panic end, "PanicHaunted", Panic(self.inst)), Ā Ā Ā Ā WhileNode(function() return self.inst.components.health.takingfiredamage end, "OnFire", Panic(self.inst)), Ā Ā Ā Ā --Teleported away, or moonbase got removed Ā Ā Ā Ā WhileNode(function() return LostInvadeTarget(self) end, "Lost Target", Ā Ā Ā Ā Ā Ā ActionNode(function() self.inst.components.health:Kill() end)), Ā Ā Ā Ā WhileNode(function() return shouldspit(self.inst) end, "Spit", Ā Ā Ā Ā Ā Ā Ā DoAction(self.inst, spit)), Ā Ā Ā Ā Ā Ā Ā Ā Ā WhileNode(function() return shouldwaittospit(self.inst) end, "waittospit", Ā Ā Ā Ā Ā Ā Ā StandStill(self.inst)), Ā Ā Ā Ā SequenceNode{ Ā Ā Ā Ā Ā Ā ActionNode(function() BreakSkeletons(self.inst) end), Ā Ā Ā Ā Ā Ā AttackWall(self.inst), Ā Ā Ā Ā Ā Ā ActionNode(function() self.inst.components.combat:ResetCooldown() end), Ā Ā Ā Ā }, Ā Ā Ā Ā WhileNode(function() return ShouldTargetInvadeTarget(self.inst) end, "InvadeTarget", Ā Ā Ā Ā Ā Ā PriorityNode({ Ā Ā Ā Ā Ā Ā Ā Ā Leash(self.inst, function() return GetInvadeTarget(self.inst):GetPosition() end, WORK_DIST, WORK_DIST), Ā Ā Ā Ā Ā Ā Ā Ā ActionNode(function() AttackInvadeTarget(self.inst) end), Ā Ā Ā Ā Ā Ā Ā Ā StandStill(self.inst), Ā Ā Ā Ā Ā Ā })), Ā Ā Ā Ā ChaseAndAttack(self.inst, 100), Ā Ā Ā Ā Leash(self.inst, GetInvadeTargetPos, RETURN_DIST, BASE_DIST), Ā Ā Ā Ā Panic(self.inst), Ā Ā }, .25) Ā Ā self.bt = BT(self.inst, root) end return MoonBeastBrain Ā I'm not much of a coder myself, but it looks to me like a Moonbase/Wagstaff-Type event, except with Gestalts I reckon? Did Klei just plan on using Gestalts instead of mutated birds originally and scrapped the idea? What creature has the tag "gestalt_invader_spitter"? Would really appreciate the help of someone who actually knows what's going on here haha Thanks in advance! Yup! It looks like it was originally gonna be gestalts, Heck the functions that spawn the birds in the event still have names like "SpawnGestalt", the brightmare_gestalt_invaderbrain is identical to the mutant bird brain too! Ā 36 minutes ago, Tim S. said: Does anyone know if and where the Archive Sigil is used? It's found under data/anim/archive_sigil.zipĀ There's an animation included, but I couldn't get it to run.. This is interesting! I don't think it's used anywhere, so its probably unused. There's only two "animations" named "on" and "off", theyre just the still images you posted there. "Off" being the white sign, "On" being the yellow sign. 3 1 Link to comment Share on other sites More sharing options...
minespatch Posted May 4, 2021 Share Posted May 4, 2021 1 minute ago, Hornete said: "Off" being the white sign, "On" being the yellow sign. Makes me think of Oxygen not Included but for Thulian ancients. Link to comment Share on other sites More sharing options...
glooomy Posted May 4, 2021 Share Posted May 4, 2021 (edited) lantern_flower @AleksyPL sent me thisĀ Edited May 5, 2021 by reichull 8 1 Link to comment Share on other sites More sharing options...
l0rdgumby Posted May 5, 2021 Share Posted May 5, 2021 7 2 1 1 Link to comment Share on other sites More sharing options...
HeatAndRun Posted May 5, 2021 Share Posted May 5, 2021 I wonder what changes and fixes are made in the final update... Link to comment Share on other sites More sharing options...
IchiRedfield Posted May 5, 2021 Share Posted May 5, 2021 24 minutes ago, l0rdgumby said: I cannot begin to describe how much I love thisĀ 2 1 1 Link to comment Share on other sites More sharing options...
Hornete Posted May 5, 2021 Share Posted May 5, 2021 1 hour ago, HeatAndRun said: I wonder what changes and fixes are made in the final update... Pretty much no changes... I guess the Celestial Champion now targets maxwells minions, and birds can't spawn near magma pools, I think the spawning of the mysterious energy is made better so you're able to place the Incomplete Experiment no matter how you place the altars. That's... kind of it sadly... 2 3 Link to comment Share on other sites More sharing options...
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