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Releases: AlbertoRota/Golemancer-Core

Golems on Rails

07 Oct 17:49
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Added vehicles as valid spawn

You can specify it this way:

"vehicleSpawn" : {
    "name" : "hoverbikered",
    "controllerName" : "hoverbikecontrollerred"
}

The vehicle will be linked to the controller spawned!!!!!

Debug logs removed

05 Oct 18:30
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Removed debug logs that were forgotten, sorry :p

v1.1.1 "Exactly what I want" and "Blood for the blood god!" edition

03 Oct 19:53
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WARNING

For any developer using this scripts, i have changed "ammount" for "amount" in the resource, was a typo, sorry but you will need to correct that too.

Minor update

Added items as valid spawn options

Now you can spawn items as a result of an infusion/evolution.
Example:
Code:

"itemSpawn" : {
"name" : "eyesword",
"count" : 2,
}

Improved spawn control

For every single tipe of spawn (Monster, Item and NPC), you can now pass parameters to it.
Example 1:
Code:

"npcSpawn" : {
"species" : "human",
"npcType" : "villager",
"parameters" : {
"items" : {
"override" : [
[0, [
{
"head" : [ { "name" : "apextier2head", "parameters" : { "colorIndex" : 11 } } ],
"chest" : [ { "name" : "apextier4chest", "parameters" : { "colorIndex" : 0 } } ],
"legs" : [ { "name" : "apextier4pants", "parameters" : { "colorIndex" : 0 } } ],
"back" : [ { "name" : "raggedcapeback", "parameters" : { "colorIndex" : 0 } } ]
}
] ]
]
}
}
}

Example 2:
Code:

"monsterSpawn" : {
"type" : "agrobat",
"parameters" : {
"aggressive" : true
}
}

Example 3:
Code:

"itemSpawn" : {
"name" : "eyesword",
"count" : 2,
"parameters" : {
"rarity" : "Common"
}
}

Better evolution

Now monsters and npc's DON'T drop anything when evolving.

Added life as a valid resource

Monsters can evolve after doing a given amount of damage.
Example ("id" is not used for this resource, you can leave it as "false"):
Code:

"requiredResources" : {
"1" : {
"name" : "Eat a man",
"type" : "damageDone", "id" : false, "amount" : 24
}
}

Patterns can be given a damaging aura, pattern infusion will be completed after doing a given amount of damage (Blood for the blood god!).
Example:
Code:

"requiredResources" : {
"1" : {
"name" : "Do damage",
"type" : "damageAura", "id" : ["player"], "ammount" : 30, "power" : 10, "projectile" : "energycrystal"
}
}

Feed the Poptop!

01 Oct 12:45
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Golem evolutions

Lore

Life in inherently unstable, we all know that.
Children become adults, ovules become babies, seeds become plants and flowers transform into fruits... everything changes.

That's specially true for artificially infused beings, given the complexity of the process, their inherent instability is far greater, making radical changes possible and commonplace between them.

Examples

GolTest-Evolve-01 GolTest-Evolve-02
GolTest-Evolve-01 GolTest-Evolve-02
Download code Download code

Code explained

Evolutions

Evo files are the main configuration files used to specify the evolution requisites and results.
You can take a look of how to use then in the examples, they are quite simple.

Parameter Explanation
"requiredResources" Array of required resources, could be none, could be multiple, read the examples to see how to define them.
"xxxxSpawn" The thing to spawn once the infusion is completed, read the examples to see how to define them.

Evolutionary golem

In order to correctly read and use evo files, you need to attach the correct script to the monster and to point what evolutions should check.
As simple as that, for any doubt, you can see how the examples are patched.

Initial release

27 Sep 10:24
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First release!
IMAGE ALT TEXT