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Scripted Moldorm


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#1 Zepinho

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Posted 06 May 2013 - 04:53 PM

I really wanted to have some custom Moldorm in my quest, and I was becoming quite annoyed by the fact that built-in Moldorms don't respect walkability.
So I decided to try to script it with ghost.zh.
I looked in this forum and only found an old topic about it, but still it was quite useful for me to have hint on where to start with it.
So, apparently I managed to do something.
I tested it with some Mini Moldorm like in LA and it seems to work fine.
Is till have some glitches from time to time I don't fully understand, and I have to test it with different number of segments, step and other attributes.

Here's the script so far:

Spoiler


If anybody wants to give it a try and let me know if he finds something wrong or to improve, I would be happy!

Edited by Zepinho, 06 May 2013 - 04:54 PM.


#2 Mero

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Posted 07 May 2013 - 04:17 AM

If you want to go with Z1 movement just remember that they althought they use constant walk their random rate is actually inverted for some reason.

#3 Anthus

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Posted 22 May 2013 - 03:13 PM

Do "No Enemy" Flags block Moldorms? You could put those over the combos you don't want it on.



#4 Zepinho

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Posted 23 May 2013 - 02:49 AM

Do "No Enemy" Flags block Moldorms? You could put those over the combos you don't want it on.

 

Yes, it should.

The point of using a scripted enemy to mimic a Moldorm was not only for this problem:

using this kind of script as a base, one can create new enemies behaving in slightly different ways, or in general have more control on it.

For instance one could create a Mega-Moldorm boss...




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