Search found 11 matches

by Cashpwns
Sun Apr 30, 2017 6:28 pm
Forum: Mod Creation
Topic: Question about GrimTK
Replies: 5
Views: 3415

Re: Question about GrimTK

Place an inactive teleporter on the tile the dialogue is triggered, and activate it with the button/event that ends the dialogue. Or just set the parties position to where you want them to teleport to with the dialogue ending button/event and play the teleportation screen effect. I tried to make th...
by Cashpwns
Sun Apr 30, 2017 1:35 am
Forum: Mod Creation
Topic: Question about GrimTK
Replies: 5
Views: 3415

Re: Question about GrimTK

Place an inactive teleporter on the tile the dialogue is triggered, and activate it with the button/event that ends the dialogue. Or just set the parties position to where you want them to teleport to with the dialogue ending button/event and play the teleportation screen effect. I tried to make th...
by Cashpwns
Sat Apr 29, 2017 10:55 pm
Forum: Mod Creation
Topic: Question about GrimTK
Replies: 5
Views: 3415

Question about GrimTK

I've been wanting to, after a dialogue is done with a certain character, for that character to teleport away. I've been trying to script it, but no luck as I am not that good at scripting and knowing what I need to activate a teleporter after dialogue is done.
by Cashpwns
Sat Apr 29, 2017 9:37 pm
Forum: Mod Creation
Topic: [ASSETS] Zimber's Assets v1.10 [vampire/archer + Goodbye]
Replies: 98
Views: 53422

Re: [ASSETS] Zimber's Assets v1.9 [Flute!]

zimberzimber wrote:Have you placed the 'zimscripts' object on the map?
(I might have forgotten to tell the users you have to place that object)
Hm, yeah, that might have been it.
by Cashpwns
Sat Apr 29, 2017 5:06 am
Forum: Mod Creation
Topic: [ASSETS] Zimber's Assets v1.10 [vampire/archer + Goodbye]
Replies: 98
Views: 53422

Re: [ASSETS] Zimber's Assets v1.9 [Flute!]

So, I have abit of a bug with these assets that might just be conflicting with GrimTK, or just not working properly. It's this error below when I get when I preview. mod_assets/zim_assets/zim_party.lua:14: attempt to index global 'zim_functions' (a nil value) stack traceback: mod_assets/zim_assets/z...
by Cashpwns
Thu Apr 27, 2017 10:25 pm
Forum: Mod Creation
Topic: Under Dungeon Tile Set - Reaching Compleation
Replies: 42
Views: 24270

Re: Under Dungeon Tile Set - Reaching Compleation

So, the pack is indeed complete?
by Cashpwns
Sat Nov 26, 2016 9:23 am
Forum: Mod Creation
Topic: [SCRIPT] Automatic Elevator with Working LEDs
Replies: 14
Views: 9180

Re: [SCRIPT] Automatic Elevator with Working LEDs

Hey, your link for the script is apparently no longer working, could you fix that?
by Cashpwns
Fri Oct 14, 2016 6:03 pm
Forum: Mod Creation
Topic: [WIP] GrimTK GUI Framework
Replies: 144
Views: 103884

Re: [WIP] GrimTK GUI Framework

I may be wrong, but I assume the reason behind the crashes is in the following segment (inside showDialogue) - id = "show_wares", speakerName = storeKeeperName, speakerMessage = "I require an item if you wish to pass, I need a new shield, named the Vanguard. Get it for me and you can pass. Its in Z...
by Cashpwns
Thu Oct 13, 2016 9:04 pm
Forum: Mod Creation
Topic: [WIP] GrimTK GUI Framework
Replies: 144
Views: 103884

Re: [WIP] GrimTK GUI Framework

Hey, I fixed it! Then it broke, again. my code being embedded, not external. items = { name="lightning_blade", uiName="Here is the Vanguard.", cost=1 }, function ()countInventoryItem(name) if name == nil then return 0 end local count = 0 for idx=1,4 do local champion = party.party:getChampion(idx) f...
by Cashpwns
Tue Oct 11, 2016 4:43 am
Forum: Mod Creation
Topic: [ASSETS] Zimber's Assets v1.10 [vampire/archer + Goodbye]
Replies: 98
Views: 53422

Re: [ASSETS] I made an asset pack [UPDATE v1.4a]

This is probably one of the nicest addon packs I have seen so far, good job on this!