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Golemancer - Core 1.2.0

Core scripts for golemancy implementation on Starbound

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

    AlbertoRota
    WARNING

    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"], "amount" : 30, "power" : 10, "projectile" : "energycrystal"
        }
    }
    Inf_Wolf14 likes this.
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