orian34 Posted July 23, 2014 Share Posted July 23, 2014 how do you find that??? it wasn't obvious? yeah you're right Link to comment Share on other sites More sharing options...
kraken121 Posted July 23, 2014 Author Share Posted July 23, 2014 The combat override logic is something that should be somewhere here, right? Should probably put it in some overview in one place. I'm just too busy fighting with broken laptop software/hardware, (and kraken is too busy trying to catch every virus around I guess)I'm feeling better today, fever almost gone away 3 Link to comment Share on other sites More sharing options...
julz1981 Posted July 24, 2014 Share Posted July 24, 2014 I'm feeling better today, fever almost gone away Didn't know you were sick...and 6 more post and you're the devil! Watch out guys, we will soon see a hellish troll! XD 2 Link to comment Share on other sites More sharing options...
orian34 Posted July 24, 2014 Share Posted July 24, 2014 DINGGIDONG! It is the time adventurers!It's 21h00 here and 09h00 for others people(yay, it's the morning, isn't that cool?). This time, i got busy with a case. Today: -nothing D: Feel free to add pictures or edit pages...as long as they are the same informations! 2 Link to comment Share on other sites More sharing options...
orian34 Posted July 24, 2014 Share Posted July 24, 2014 inst:AddComponent("eater") inst:AddComponent("lootdropper") inst.components.lootdropper:AddChanceLoot( "ruinshat",0.1) inst.components.lootdropper:AddChanceLoot( "armorruins",0.1) inst.components.lootdropper:AddChanceLoot( "ruins_bat",0.1) inst:AddComponent("inventory") this time : 2 things 1 : why it is "eater"? does it eat something?2 : Why is it have 10% to loot his stuff if wearing it allow it to loot it...? Link to comment Share on other sites More sharing options...
DeathDisciple Posted July 25, 2014 Share Posted July 25, 2014 (edited) I think eater was set because of stategraph, as I used part of the player SG and it was crashing without it, or something. It doesn't effectively do anything, can be ignored. (well, I guess you could say it makes sense to eat metal or thulecite or something, but no, it doesn't really) And, normally, I'd say it doesn't drop becauseinst.components.inventory.dropondeath = falseprevents that, except that i reset it to true on spawn for whichever reason so... bug Edited July 25, 2014 by DeathDisciple Link to comment Share on other sites More sharing options...
orian34 Posted July 25, 2014 Share Posted July 25, 2014 ok, so his inventory drop is a bug? Link to comment Share on other sites More sharing options...
DeathDisciple Posted July 25, 2014 Share Posted July 25, 2014 I would say his lootdropper thing is a bug, he should drop inventory (since that depends on how you kill him, adds some fun effects). But I don't remember lol. @kraken121 ? Link to comment Share on other sites More sharing options...
orian34 Posted July 25, 2014 Share Posted July 25, 2014 ???? Link to comment Share on other sites More sharing options...
orian34 Posted July 25, 2014 Share Posted July 25, 2014 do you mean : the fact that he drops the items he wore is a bugor the fact that he didn't drop the 10% loots is a bug? and i start the summons page but....how many of them are? druid pet, sk pet and all summons of the spells... is that right? Link to comment Share on other sites More sharing options...
kraken121 Posted July 25, 2014 Author Share Posted July 25, 2014 I would say his lootdropper thing is a bug, he should drop inventory (since that depends on how you kill him, adds some fun effects). But I don't remember lol. @kraken121 ?It was intended design to make the animated armor actually have very little HP, but have high armor. If you kill one by bypassing the phys dmg modifier, it should drop the armor/items. Link to comment Share on other sites More sharing options...
DeathDisciple Posted July 25, 2014 Share Posted July 25, 2014 do you mean : the fact that he drops the items he wore is a bugor the fact that he didn't drop the 10% loots is a bug? and i start the summons page but....how many of them are? druid pet, sk pet and all summons of the spells... is that right? 10% is a bug, assume that he just drops the inventory. And yes. Link to comment Share on other sites More sharing options...
orian34 Posted July 25, 2014 Share Posted July 25, 2014 ok thanks It was intended design to make the animated armor actually have very little HP, but have high armor. If you kill one by bypassing the phys dmg modifier, it should drop the armor/items.and as you can see, i said it was secret technics to byppass armor (another secret!) Link to comment Share on other sites More sharing options...
orian34 Posted July 25, 2014 Share Posted July 25, 2014 hum the treeguardian doesn't have any way to summon him for now?? Link to comment Share on other sites More sharing options...
DeathDisciple Posted July 25, 2014 Share Posted July 25, 2014 How so? Lvl2 druid spell MakeSpell("fa_spell_naturesally2",treeguardianfn,10,FA_SPELL_SCHOOLS.CONJURATION), Link to comment Share on other sites More sharing options...
orian34 Posted July 25, 2014 Share Posted July 25, 2014 DINGGIDONG! It is the time adventurers!It's 21h00 here and 09h00 for others people(yay, it's the morning, isn't that cool?). Today: -wrote the constructs page-wrote the animated armor page-added little quote for the barbarian-wrote the summons page Feel free to add pictures or edit pages...as long as they are the same informations! oh ok you're right 2 Link to comment Share on other sites More sharing options...
kraken121 Posted July 25, 2014 Author Share Posted July 25, 2014 have some good news, next "small" update will be larger than we thought, a lot of balance issues but also a lot of new mechanics (the orcs will be feared now) 1 Link to comment Share on other sites More sharing options...
orian34 Posted July 25, 2014 Share Posted July 25, 2014 (edited) argh it will add so many new features can we wait me to finish the entire wiki before that? (you're not the only one that can troll y'know ) edit: but if you can give me a really detailled version of the changelog i will be happy!) Edited July 25, 2014 by orian34 Link to comment Share on other sites More sharing options...
orian34 Posted July 25, 2014 Share Posted July 25, 2014 MakeSpell("spell_lightning", firefn, 10,"conjuration"), MakeSpell("spell_earthquake", earthquakefn, 12,"divinantion"), MakeSpell("spell_grow", growfn, 15,"evocation"), MakeSpell("spell_heal", healfn, 10,"enchantment"), MakeSpell("spell_divinemight", divinemightfn, 15,"illusion"), MakeSpell("spell_light", lightfn, 12,"transmutation"), MakeSpell("spell_bladebarrier", bladebarrierfn, 5,"abjuration"), MakeSpell("spell_guardian", treeguardianfn, 7), MakeSpell("spell_summonfeast", summonfeastfn, 5), MakeSpell("spell_summongoodberries", summongoodberriesfn, 10) is that the old spells? like for the paladin and druid? but some of them doesn't even work cause druid don't get them, is that right? Link to comment Share on other sites More sharing options...
DeathDisciple Posted July 25, 2014 Share Posted July 25, 2014 yeah i left some old books around for compatibility reasons, I'll clean them up as the spell system becomes closer to finalized. Link to comment Share on other sites More sharing options...
DeathDisciple Posted July 25, 2014 Share Posted July 25, 2014 and, detailed patch logs could help us too, half of the time I forget what was changed by the time the patch goes live lol 1 Link to comment Share on other sites More sharing options...
julz1981 Posted July 26, 2014 Share Posted July 26, 2014 have some good news, next "small" update will be larger than we thought, a lot of balance issues but also a lot of new mechanics (the orcs will be feared now)Can't wait to help in testing! (: Link to comment Share on other sites More sharing options...
orian34 Posted July 26, 2014 Share Posted July 26, 2014 (edited) erh, summon swarm and summon monster 1 does the same things except that summon swarm makes 2 spiders... :/ edit: and natures ally does the same thing Edited July 26, 2014 by orian34 Link to comment Share on other sites More sharing options...
julz1981 Posted July 26, 2014 Share Posted July 26, 2014 erh, summon swarm and summon monster 1 does the same things except that summon swarm makes 2 spiders... :/ edit: and natures ally does the same thing summon swarm can be used multiple times, so you can have as many spiders with you as you summon. (; Link to comment Share on other sites More sharing options...
DeathDisciple Posted July 26, 2014 Share Posted July 26, 2014 (edited) Actually swarm spawns different number of spiders based on the CL, it adds 1 spider every 2 cl. And while nature's ally is same mob, it has a timer, while summon monster is persistent till death. And yeah swarms are not exclusive, so they wont despawn other summons. Edited July 26, 2014 by DeathDisciple Link to comment Share on other sites More sharing options...
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