petri wrote:Oh yeah, it's possible to add/remove traits and skills. The modifiers they add are non-destructive nowadays.

petri wrote:Oh yeah, it's possible to add/remove traits and skills. The modifiers they add are non-destructive nowadays.
Go with "whetted" in that context.JohnWordsworth wrote:Looks awesome! Appetite most definitely whetted (or just "whet"?).
Well, we have four different variations of this particular monster so it's not a problem really.Leki wrote:I found reading of your animation post interesting - keep going that way!
I have only one proposal - too specific monsters, look like mummy attacking with its own hand as weapon is, well thats not the best way how to design monsters - in my opinion.
This is not true. With a little bit of work you can remove all skill bonuses, including armour proficiency, quick strike, et cetera, in Grimrock 1.Leki wrote:I see... you know - nowday there is not a simple/safe way to remove, let me say armour skill if you gonna replace fighter with mage.
The slain mummy should sometimes drop its hand as a lootable club.petri wrote:Well, we have four different variations of this particular monster so it's not a problem really.Leki wrote:I found reading of your animation post interesting - keep going that way!
I have only one proposal - too specific monsters, look like mummy attacking with its own hand as weapon is, well thats not the best way how to design monsters - in my opinion.
I know your scrip m8 and it's nice piece of work - some other people wrote similiar solutions - but well, as I said, 300+ lines scrip, external exp counter etc is not a simple wayminmay wrote:This is not true. With a little bit of work you can remove all skill bonuses, including armour proficiency, quick strike, et cetera, in Grimrock 1.Leki wrote:I see... you know - nowday there is not a simple/safe way to remove, let me say armour skill if you gonna replace fighter with mage.
Code: Select all
defineObject{
name = "sarcophagus_lidless_2",
components = {
{
class = "Model",
model = "mod_assets/sarcophagi/models/sarcophagus_lidless.fbx",
},
{
class = "Obstacle",
hitSound = "barrel_hit",
hitEffect = "hit_wood",
},
},
placement = "floor",
editorIcon = 120,
}