Page 13 of 39

Re: Neikun's Workshop (WIPs by Neikun) Frequent Updates*

Posted: Mon Nov 12, 2012 12:53 am
by Neikun
This thing is a lighting nightmare D:
SpoilerShow
Image
I didn't really want to create a new material for this, but it looks like I'll have to.

Re: Neikun's Workshop (WIPs by Neikun) Frequent Updates*

Posted: Mon Nov 12, 2012 12:58 am
by Brodie301
So how would the script look to where it can't be taken out of rock until champion I certain level?

Re: Neikun's Workshop (WIPs by Neikun) Frequent Updates*

Posted: Mon Nov 12, 2012 1:07 am
by Neikun
I am not the greatest scripter. But I think that would be very easy. Something to do with mixing a onClick (how do they do those?) and a Champion:getLevel()

Re: Neikun's Workshop (WIPs by Neikun) Frequent Updates*

Posted: Mon Nov 12, 2012 1:43 am
by crisman
Neikun wrote:I am not the greatest scripter. But I think that would be very easy. Something to do with mixing a onClick (how do they do those?) and a Champion:getLevel()
connect the alcove to this script:

Code: Select all

function donottake()
local max = 0
for i = 1, 4 do
	if party:getChampion(i):getLevel() > 1 then
		max = 1
	break
	end
end
if max == 0 then
	dungeon_alcove_1:addItem(spawn("dagger"))
	setMouseItem(nil)
end
end

Re: Neikun's Workshop (WIPs by Neikun) Frequent Updates*

Posted: Mon Nov 12, 2012 2:21 am
by Neikun
Rocks! Rocks everywhere!
SpoilerShow
Image
SpoilerShow
Image
I have changed some of them to blockages now.
Hey, what's that in the corner? o:

Re: Neikun's Workshop (WIPs by Neikun) Frequent Updates*

Posted: Mon Nov 12, 2012 7:21 pm
by Merethif
Now all we miss to make a perfect Zen Garden is a "Raked Sand Floor" ;-)

Re: Neikun's Workshop (WIPs by Neikun) Frequent Updates*

Posted: Tue Nov 13, 2012 1:13 am
by Neikun
*Snicker*

Hey guys, I had an idea while on my way home from work tonight.
What if I made a dungeon that features all of my custom assets?
But instead of the simple, showcase style, I design it like a full fledged dungeon complete with puzzles and traps and design?

The players could be adventurers exploring the remains of hall that once belonged to a crazy wizard named Neikun who couldn't stop creating things.

I fixed the alpha test on the Isgardian.
To do it yourself so you don't need to redownload, open up the materials.lua and change the line alphaTest = false,
to alphaTest= true,

I'm going to take the night off from modding (maybe) I have a pretty killer headache.

Re: Neikun's Workshop (WIPs by Neikun) Frequent Updates*

Posted: Tue Nov 13, 2012 3:33 am
by Brodie301
No rush as I know you are forever hammering away, but just wondering if you are gonna release "Sword in Stone" I've already built the room for it?

And if not that's cool too, have backup plan.

Re: Neikun's Workshop (WIPs by Neikun) Frequent Updates*

Posted: Tue Nov 13, 2012 3:39 am
by JohnWordsworth
@Neikun: Haha, love the idea for the dungeon. Neikun's Dungeon of Many Things!

Re: Neikun's Workshop (WIPs by Neikun) Frequent Updates*

Posted: Tue Nov 13, 2012 3:42 am
by Neikun
Brodie301 wrote:No rush as I know you are forever hammering away, but just wondering if you are gonna release "Sword in Stone" I've already built the room for it?

And if not that's cool too, have backup plan.
I could pack it up right now, I suppose :o
I haven't defined a specific item allowed in it, is that okay?
Idea: If I define it to take an item that doesn't exist, it would allow you to place the item in the socket through the editor, but the player would not be able to put it back.
Is that best?
JohnWordsworth wrote:@Neikun: Haha, love the idea for the dungeon. Neikun's Dungeon of Many Things!
I am in a huge debate over the name of it, as Neikun is not a very wizard-like name xD
The Tower of Neikun?
Neikun's Tower?

I want it to be a serious dungeon with comedic elements, rather than a comedic dungeon with serious elements, so I want it to be lore friendly as possible lol.