WARNING
Minor update
Added items as valid spawn options
Now you can spawn items as a result of an infusion/evolution.
Example:
Improved spawn controlCode:"itemSpawn" : { "name" : "eyesword", "count" : 2, }
For every single tipe of spawn (Monster, Item and NPC), you can now pass parameters to it.
Example 1:
Example 2: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 3:Code:"monsterSpawn" : { "type" : "agrobat", "parameters" : { "aggressive" : true } }
Better evolutionCode:"itemSpawn" : { "name" : "eyesword", "count" : 2, "parameters" : { "rarity" : "Common" } }
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"):
Patterns can be given a damaging aura, pattern infusion will be completed after doing a given amount of damage (Blood for the blood god!).Code:"requiredResources" : { "1" : { "name" : "Eat a man", "type" : "damageDone", "id" : false, "amount" : 24 } }
Example:
Code:"requiredResources" : { "1" : { "name" : "Do damage", "type" : "damageAura", "id" : ["player"], "amount" : 30, "power" : 10, "projectile" : "energycrystal" } }
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Golemancer - Core 1.2.0
Core scripts for golemancy implementation on Starbound