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Caravel Forum : DROD Boards : Feature Requests : More monsters and booses for drod (Post here new mosters and new booses for the comming drod)
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vittro
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icon Re: More monsters and booses for drod (0)  
Lamps are actually elements, that can be turned on and off by scripting.

The City-Walker :

1x1 dimension, greyskin appareance with a hammer

It goes for the nearest active lamp post. When he's near it (3x3 from post) he runs in circles near it. If he encounters a wall, he will go backwards. When Beethro goes near (5x5 range) the City-Walker, he will stop running around and it will go for Beethro, but not forever, only in a range of 5x5 from the LIGHT POST.

The City-Walker can parry Beethro's attacks, so he's invulnerable to swords, but not to bombs, hot tiles, hazards, etc...

He won't attack Beethro if he isn't near a active lamp post, he will go first for the post. If there isn't any active lamp post, he will stay in place until Beethro goes in a 5x5 range. If Beethro leaves the 5x5 range, he will return to his original position.

If monsters, but not Guards or Slayers, are going in a 5x5 range from his active lamp post, he will exterminate them.

He can use rafts to get to a lamp post, and he move like a Guard, pathfinding. If he encounters a orb while circling around a lamp post, he will strike it and turn back.

Too complex? I don't think so. The monster is predictable just like Wrathwings.




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[Last edited by vittro at 07-21-2007 02:50 PM]
07-21-2007 at 02:40 PM
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vinheim
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icon Re: More monsters and booses for drod (0)  
vittro wrote:
Lamps are actually elements, that can be turned on and off by scripting.

The City-Walker :

1x1 dimension, greyskin appareance with a hammer

It goes for the nearest active lamp post. When he's near it (3x3 from post) he runs in circles near it. If he encounters a wall, he will go backwards. When Beethro goes near (5x5 range) the City-Walker, he will stop running around and it will go for Beethro, but not forever, only in a range of 5x5 from the LIGHT POST.

The City-Walker can parry Beethro's attacks, so he's invulnerable to swords, but not to bombs, hot tiles, hazards, etc...

He won't attack Beethro if he isn't near a active lamp post, he will go first for the post. If there isn't any active lamp post, he will stay in place until Beethro goes in a 5x5 range. If Beethro leaves the 5x5 range, he will return to his original position.

If monsters, but not Guards or Slayers, are going in a 5x5 range from his active lamp post, he will exterminate them.

He can use rafts to get to a lamp post, and he move like a Guard, pathfinding. If he encounters a orb while circling around a lamp post, he will strike it and turn back.

Too complex? I don't think so. The monster is predictable just like Wrathwings.



I like how you used scripting to give the image of the city walker but mostly because it gave me an idea. Instead of all these requests for new bosses how about scripted characters that you can choose a size for, like a 2x3-tiled evil eye. You'd have to draw the evil eye though or anything that isnt 1x1-tiled. Also there should be a function for npc scripting to affect other npc scripts like "change other npc command line"-select another npc and one of its command lines to be changed. Also the command line "comment" for complicated scripts to share and as a free unable-to-affect-anything-yet-able-to-change-into-another-command. Oh, and sorry if I should have made a separate topic for this
07-21-2007 at 07:12 PM
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Mattcrampy
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icon Re: More monsters and booses for drod (0)  
Re: citywalker: how exactly are we supposed to kill it? It seems to require another element to kill, which severely limits its utility.

Re: large evil eyes: what can you use these for that you can't use regular evil eyes for?

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07-22-2007 at 07:25 AM
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Beef Row
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icon Re: More monsters and booses for drod (+1)  
Mattcrampy wrote:
Re: large evil eyes: what can you use these for that you can't use regular evil eyes for?

Well, once you kill them, bathtubs. That is, if Beethro ever bathed. Not that bathing inside half a giant eyeball counts as bathing, exactly.

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07-22-2007 at 07:35 AM
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vinheim
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icon Re: More monsters and booses for drod (0)  
sorry Matt I should have explained my point: i sometimes need to draw characters that are bigger than 1x1 like the whale, Jabu Jabu in my ocarina of time project and some bosses or end-of-level battles
07-23-2007 at 10:55 AM
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roach strangler
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File: DROD.txt (484 bytes)
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icon Re: More monsters and booses for drod (0)  
Well you could make a ghost boss. When you look at it, it becomes invulnerable. You could put some rooms with this type of boss. Beethro and the ghost must look at each other for the ghost to be in it's invulnerable mode. Eg.


[Last edited by roach strangler at 07-24-2007 04:59 PM]
07-24-2007 at 04:41 PM
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Banjooie
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icon Re: More monsters and booses for drod (+1)  
Can you only kill the ghost if you've touched a power token first? Does it only chase you if you're not looking at it?


07-24-2007 at 09:00 PM
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vittro
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icon Re: More monsters and booses for drod (-1)  
Banjooie wrote:
Can you only kill the ghost if you've touched a power token first? Does it only chase you if you're not looking at it?


I see it now... How could I not think of it?

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[Last edited by vittro at 07-25-2007 12:16 AM]
07-24-2007 at 09:53 PM
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Monkey
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icon Re: More monsters and booses for drod (-1)  
Edit: I thought that second sentence meant something.

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[Last edited by Monkey at 07-25-2007 01:41 AM]
07-24-2007 at 10:02 PM
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TFMurphy
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icon Re: More monsters and booses for drod (0)  
Or maybe you just missed (both of) the reference(s)? ^_^
07-24-2007 at 10:38 PM
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vittro
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icon Re: More monsters and booses for drod (0)  
I missed 'em. I can't even see them. Hint plx?

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07-24-2007 at 11:27 PM
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zonhin
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icon Re: More monsters and booses for drod (0)  
Does it only chase you if you're not looking at it?
I missed 'em. I can't even see them. Hint plx?

Mario.

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[Last edited by zonhin at 07-25-2007 12:14 AM]
07-25-2007 at 12:14 AM
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roach strangler
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icon Re: More monsters and booses for drod (0)  
Banjooie wrote:
Can you only kill the ghost if you've touched a power token first? Does it only chase you if you're not looking at it?


Zonhin wrote:
Mario.


Yes. Basically you've got the idea. Just think of it as Super Mario and the boo's.
I kinda lol'd for a second... Because at first I thought I made this whole entire thing up. Well Guess not. :P

[Last edited by roach strangler at 07-25-2007 05:29 AM]
07-25-2007 at 03:01 AM
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Giant-Nator22
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icon Re: More monsters and booses for drod (-1)  
New monster:
Fighter

A man with two swords, like the picture. O
/ \
Dodges regularly and can't guard from the front. It will turn to guard it self. Rather hard to kill but a simple enemy.

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09-12-2007 at 01:44 AM
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Giant-Nator22
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icon Re: More monsters and booses for drod (0)  
The actual apperance would be
O
/ \

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09-12-2007 at 01:45 AM
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Monkey
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icon Re: More monsters and booses for drod (0)  
Map-Seller:
Gives you a level map. Basically meaning that all non-secret rooms appear.

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[Last edited by Monkey at 09-12-2007 01:59 AM]
09-12-2007 at 01:59 AM
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Briareos
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icon Re: More monsters and booses for drod (+2)  
Monkey wrote:
Map-Seller:
Gives you a level map. Basically meaning that all non-secret rooms appear.
Would that make him a monster or a boss? ;)

I think this one would make a good scripting command, though - give the player either the whole map of the level, or add a single room to it. This could be used for, say, showing you a room you need to reach and leaving it up to the player to figure out how to get there...

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[Last edited by Briareos at 09-12-2007 08:39 AM]
09-12-2007 at 08:37 AM
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Giant-Nator22
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icon Re: More monsters and booses for drod (0)  
Hmm, I like it. But what if there were some rarer kinds of map sellers that gave you either the secret rooms, or the only (and stylish) way to beat a rather hard room. It would work, right?

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09-12-2007 at 10:51 PM
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