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Thread: Special Digger :beetle:

  
  1. #1

    Default Special Digger :beetle:

    Hi.

    I read from the idea, work like a with

    Properties = BLEEDS IMMUNE_TO_GAS SPECIAL_DIGGER

    PrimaryJobs = DIG TUNNEL

    But a bug is, when works from time to time he is a

  2. #2

    Default Re: Special Digger :beetle:

    Because he lacks some of the animations. In beetle.cfg go to [sprites] and where the sprites are '0' select one of the numbers from the other animations. (For example, use the attack sprite for the dig animation).
    Last edited by YourMaster; October 10th, 2016 at 18:31.

  3. #3

    Default Re: Special Digger :beetle:

    Ok, it´s look great.

    I do this by

    [sprites]
    (Attack = 536)
    Dig = 536
    Smoke = 536
    Relax = 536
    PrettyDance = 536



    Why and don´t work like ,

    when PrimaryJobs = DIG ??

  4. #4

    Default Re: Special Digger :beetle:

    For Smoke and Relax I would take the 'Sleep' animation instead. PrettyDance is the animation when they claim a floor/room, so attack works, but I think the 'GotSlapped' animation would look pretty nice/funny there.

    And other creatures simply don't work as imps when making changes to the config because much of the imp-behavior is still hardcoded.

  5. #5

    Default Re: Special Digger :beetle:

    By this ADD_TUNNELLER_PARTY_TO_LEVEL(PLAYER_GOOD,THIEF,1,D UNGEON,0,1,200)

    Now come a not a

  6. #6

    Default Re: Special Digger :beetle:

    Because that works with the special diggers as well. There's just no way to make this function perfectly jet.

  7. #7

    Default Re: Special Digger :beetle:

    But why come already ? have Properties = SPECIAL_DIGGER too.
    Why not by random 50% - 50%

    And when Properties = EVIL
    By create come

  8. #8

    Default Re: Special Digger :beetle:

    I think because it is first in the list.

  9. #9

    Default Re: Special Digger :beetle:

    What list do you mean?

  10. #10

    Default Re: Special Digger :beetle:

    Just the order of creatures. My guess is that the 'tunneler' command just takes the first non-evil special digger to spawn, and the 'create imp spell' creates the first evil special digger it finds.

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