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A few more Ancient Guardian issues


Leonidas IV
  • Pending

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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:wilson_love:  Ty


Steps to Reproduce

Description :)

  • Like 3



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