Search found 69 matches

by HypnoToad
Thu Jun 06, 2019 12:53 am
Forum: Modding
Topic: MASTER QUEST HELP: puzzles, clues, SECRETS, WALKTHROUGH
Replies: 495
Views: 310023

Re: MASTER QUEST HELP: puzzles, clues, SECRETS, WALKTHROUGH

Just finished it, an epic game, the puzzles were fun but not outrageously hard if you read all the scrolls and notes. Killing the Cube took a few days, many many tries, but got there in the end. Jolly good show chaps!
by HypnoToad
Thu Mar 07, 2019 10:18 pm
Forum: Modding
Topic: Allies???
Replies: 7
Views: 3098

Re: Allies???

I'm in fact working on this exact thing this past week in my own game. in all projectile or melee attacks I send the attacker id, and it checks for teams and "rivals" (who has been hit by who) to see where to direct next attacks. It's fun to see monster turn on each other! :twisted: I still need to...
by HypnoToad
Wed Mar 06, 2019 11:06 pm
Forum: Modding
Topic: Allies???
Replies: 7
Views: 3098

Re: Allies???

when DOOM came out in 1993 it soon became apparent that certain monsters would react to friendly fire, not all, but certain would "turn on" other monsters who caught them in cross fire you do see unintentional crossfire in LOG2 e.g a common one is the small herder who will often pump out poison tow...
by HypnoToad
Sat Mar 02, 2019 9:32 am
Forum: Modding
Topic: champion skill points
Replies: 12
Views: 3035

Re: champion skill points

I have created a puzzle where the champions need to cast a fireball and frost bolt in order to escape. when they arrive, if they don't have enough skill in either, a button is created that uses the 'trainSkill' command to boost their fire and ice skills so they can make the spells. Why not create a...
by HypnoToad
Tue Feb 12, 2019 10:36 pm
Forum: Modding
Topic: [MOD] The Return of the Dark Lord
Replies: 58
Views: 17185

Re: [MOD] The Return of the Dark Lord

I like the mod also but stuck at Lvl. 4 In the room "target shooting" i was able to open the wall to the second room. But now i got no clue to step forward Target shooting is the name of the game. You will see a Daemon Head on the wall in each of the rooms, try target shooting a spell at them. The ...
by HypnoToad
Wed Feb 06, 2019 4:33 am
Forum: Modding
Topic: Scripting Experts: Is This Possible?
Replies: 7
Views: 1534

Re: Scripting Experts: Is This Possible?

Here is a working spell, and spell_scroll item. defineSpell{ name = "recharge_fireblade", uiName = "Recharge Fireblade", skill = "fire_magic", level = 5, runes = "ADE", manaCost = 50, onCast = function(champion, X, Y, direction, skill) for slot = 7,8 do local item = champion:getItem(slot) if item a...
by HypnoToad
Wed Feb 06, 2019 12:01 am
Forum: Modding
Topic: Scripting Experts: Is This Possible?
Replies: 7
Views: 1534

Re: Scripting Experts: Is This Possible?

I haven't tried this, but maybe you could use http://www.grimrock.net/modding_log1/scripting-reference/ Champion:getItem(slot) Champion:removeItem(slot) Champion:insertItem(slot, item) Thanks for the advice, I looked at that and it's beyond my limited scripting knowledge so I'm likely going with pu...
by HypnoToad
Tue Feb 05, 2019 9:36 am
Forum: Modding
Topic: Scripting Experts: Is This Possible?
Replies: 7
Views: 1534

Scripting Experts: Is This Possible?

Basically I want to recharge a spent item, I know I can do a destroy and spawn in an alcove, but is there a way to do this and/or recharge it while the players has it in their hands? Say a fighter has the Fire Blade and it's empty, can I have a spell that will swap it for a charged one or recharge i...
by HypnoToad
Mon Feb 04, 2019 10:00 pm
Forum: Modding
Topic: New Spells >> show them off here
Replies: 207
Views: 126470

Re: New Spells >> show them off here

Fan of Knives Credits go to JohnWordsworth who had a problem with this one :P spellcraft level and/or mana cost need to be adjusted defineSpell{ name = "knives", uiName = "Fan of Knives", skill = "spellcraft", level = 1, runes = "AC", manaCost = 5, onCast = function(champ, x, y, direction, skill) l...
by HypnoToad
Mon Feb 04, 2019 7:03 am
Forum: Modding
Topic: [MOD] The Return of the Dark Lord
Replies: 58
Views: 17185

Re: [MOD] The Return of the Dark Lord

The button that turns off the teleporter on level 1 doesn't work. Not wasting anymore time on this one. Should have heeded the warning of one of the early posters but, oh well, you live and learn. It's not connected to the teleporter now, that was in the "beta" configuration. It's connected to a se...