Search found 3163 matches
- Wed Mar 13, 2024 4:22 am
- Forum: Mod Creation
- Topic: Creating Questgivers
- Replies: 6
- Views: 280
Re: Creating Questgivers
When I change a variable in a script, how do I keep it the same throughout the dungeon level? In other words, is it a global variable? No. You must access the variable through the script. Variables that are declared in a script —but outside of a function, are accessible from within that script by t...
- Tue Mar 12, 2024 12:09 am
- Forum: Mod Creation
- Topic: Creating Questgivers
- Replies: 6
- Views: 280
Re: Creating Questgivers
There are those here and on Discord who will gladly instruct on the finer points of scripting (or even create them for you).
(I don't have the Discord link offhand, but I will post it later if none post it before me.)
Edit: https://discord.gg/ArgAgNN
(I don't have the Discord link offhand, but I will post it later if none post it before me.)
Edit: https://discord.gg/ArgAgNN
- Tue Mar 12, 2024 12:01 am
- Forum: Mod Creation
- Topic: Creating Questgivers
- Replies: 6
- Views: 280
Re: Creating Questgivers
It's certainly possible to make them, but it's not an included [turn key] feature of the game. You will have to write a custom script for this; as simple or complex as you wish, depending upon how involved you want the interactivity to be. You would need a table of quest stages to hold the player's ...
- Mon Mar 04, 2024 3:00 am
- Forum: Modding
- Topic: Is there a crystal script?
- Replies: 4
- Views: 378
Re: I there a crystal script?
The crystal's reviving the dead is effectively (if not actually) just the party heal command.
Code: Select all
Party:heal()
- Mon Mar 04, 2024 12:00 am
- Forum: Modding
- Topic: Is there a crystal script?
- Replies: 4
- Views: 378
Re: I there a crystal script?
What —specifically— do you mean by 'Crystal Use'? Crystals heal the party, revive the dead, and auto-save the game, as well as deactivate (and reactivate) the crystal on a delay; also animate it and brighten and fade its luminance. Are you visually faking a use of the crystal? IIRC the crystal's beh...
- Fri Jan 19, 2024 12:03 pm
- Forum: Modding
- Topic: [MOD] Eye of the Beholder 2 - The Legend of Darkmoon - Complete
- Replies: 10
- Views: 2244
Re: [MOD] Eye of the Beholder 2 - The Legend of Darkmoon - Complete
This is great news.
How did you manage it; retexture, resampled normal maps, simplified mesh models?...cleaned out redundant files?
(For the ORRR2 mod, we did all of the above.)
*Is the Nexus version updated to the new reduced Dat file?
How did you manage it; retexture, resampled normal maps, simplified mesh models?...cleaned out redundant files?
(For the ORRR2 mod, we did all of the above.)
*Is the Nexus version updated to the new reduced Dat file?
- Thu Jan 18, 2024 3:31 am
- Forum: Mod Creation
- Topic: debugDraw
- Replies: 9
- Views: 4298
Re: debugDraw
If you use the openLockWith() brain method, and include the key name, it will auto-destroy the key item after opening the lock. trickster_1.brain:openLockWith("lock_gold_1", "trickster_gold_key") --Placed inside script entity trickster_1.monster:addItem(spawn("gold_key"...
- Wed Jan 10, 2024 7:00 pm
- Forum: Modding
- Topic: [MOD] Eye of the Beholder 2 - The Legend of Darkmoon - Complete
- Replies: 10
- Views: 2244
Re: [MOD] Eye of the Beholder 2 - The Legend of Darkmoon - Complete
8-) Thanks! ________________________________ Later on —if you decide to release the project file (public or privately), there might those here who would try to further optimize and compress the mod assets to reach the 98 MB limitation for a release on Steam; shaving bits off of the data from here an...
- Tue Jan 09, 2024 11:21 pm
- Forum: Modding
- Topic: [MOD] Eye of the Beholder 2 - The Legend of Darkmoon - Complete
- Replies: 10
- Views: 2244
Re: [MOD] Eye of the Beholder 2 - The Legend of Darkmoon - Complete
Downloading now; it looks good so far.
*The trick with getting it to work with Steam (IIRC) is that it has to be just under 98mb. We had to always ensure that for ORRR2 builds.
*The trick with getting it to work with Steam (IIRC) is that it has to be just under 98mb. We had to always ensure that for ORRR2 builds.
- Fri Dec 29, 2023 3:45 am
- Forum: Custom Dungeons
- Topic: The Island of Korus
- Replies: 59
- Views: 103726
Re: The Island of Korus
The Steam version offers the U-Mod beta. This allows for the use of U-mods; mods that have access to previously inaccessible features and script functions.
*I don't have the Steam version myself, so this is second-hand experience.
*I don't have the Steam version myself, so this is second-hand experience.