ruins_cavein_obstacle has no sound when falling, I suggest adding the sound of breaking it:
In the _endfall function in ruins_cavein_obstacle.lua:
debris.SoundEmitter:PlaySound("ancientguardian_rework/environment/pillar_break")
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The pillar_ruins has no sounds when hit it, I believe the rocks_faling sound was meant to be used. I suggest the following:
In the shake event listening at pillar.lua add:
inst.SoundEmitter:PlaySound("ancientguardian_rework/environment/pillar_break") inst.SoundEmitter:PlaySound("ancientguardian_rework/environment/rocks_faling")
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The ruins_cavein_obstacle format is not saved for later loading, which is strange. This can be done with:
local function OnSave(inst, date) data.version = inst.version end local function OnLoad(inst, date) if data and data.version then inst.version = data.version inst.AnimState:PlayAnimation("full"..inst.version) end end
And in baserock_fn:
inst.OnLoad = OnLoad inst.OnSave = OnSave
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The Ancient Guardian loses mass when it use your first jump, because in the OnChangeToObstacle function, its mass is set to 100, not 1000 as in entity creation.
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Ruins_cavein_obstacles bounce after falling, a giant rock shouldn't bounce.
Changing the debris height detection from 0.2 to 0.3 solves the problem (_GroundDetectionUpdate function)
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Also, I really miss the delay of 3 seconds before spawning the chest.
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Ty
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