Search found 17 matches

by roachburn
Fri Oct 05, 2012 7:08 am
Forum: Modding
Topic: EDITOR Feature Requests (not bugs!)
Replies: 317
Views: 190542

Re: EDITOR Feature Requests (not bugs!)

I think it would be useful for testing to be able to still gain exp when using K to kill monsters. One needs to be able to see where the party is as far as levels as they progress through the dungeons. This helps determin what items the party will be able to use etc. I found myself testing my dungeo...
by roachburn
Sat Sep 22, 2012 7:23 am
Forum: Modding
Topic: Useful scripts repository
Replies: 105
Views: 184508

Re: Useful scripts repository

Rotating 2 portals around a room clockwise: First off, thanks to Petri, Shroom, and Grimwold for helping me get this script to work. This is a puzzle from the main game on lvl 3 and how to set it up. This was a small room with a pit in the middle and 2 portals on opposite sides of the room rotate a...
by roachburn
Sat Sep 22, 2012 6:28 am
Forum: Modding
Topic: moving portal mechanic?
Replies: 10
Views: 7098

Re: moving portal mechanic?

Thanks for all the advice guys. I managed to get this to work. I was also able to adapt it to some other puzzles I made. This dungeon is coming along nicely!
by roachburn
Fri Sep 21, 2012 9:16 am
Forum: Modding
Topic: moving portal mechanic?
Replies: 10
Views: 7098

moving portal mechanic?

You guys probably remember this puzzle from the main game that used this mechanic. So you got a 3X3 square room with a pit in the middle and 2 portals on opposite ends rotating around the room counter clockwise. There are some other elements about the room but that's irrelevant according to what I n...
by roachburn
Thu Sep 20, 2012 4:59 pm
Forum: Modding
Topic: clone objects/custom objects
Replies: 3
Views: 1597

Re: clone objects/custom objects

Wow I just found this http://www.grimrock.net/modding/asset-pack/ Which gives even better examples on the format of things if anyone else is interested!
by roachburn
Thu Sep 20, 2012 4:53 pm
Forum: Modding
Topic: clone objects/custom objects
Replies: 3
Views: 1597

Re: clone objects/custom objects

Awesome thanks :D . I am surprised I couldn't find this with a search lol. This is exactly what I needed and more!
by roachburn
Thu Sep 20, 2012 4:30 pm
Forum: Modding
Topic: clone objects/custom objects
Replies: 3
Views: 1597

clone objects/custom objects

So i learned how to make notes word wrap correctly by cloning it (thanks djoldgames!). cloneobject{ name = "recipe_healing", baseobject = "note", uiName = "Health potion", description = "(text)", Can someone give examples of other objects such as weapons, armor, or monsters? I need examples on the f...
by roachburn
Thu Sep 20, 2012 4:16 pm
Forum: Modding
Topic: help with checker room puzzle script
Replies: 18
Views: 9219

Re: help with checker room puzzle script

I actually set that up in my puzzle with 2 solutions. One way opens the door to progress through the dungeon, and the other way opens a secret door. function checkerdoor() if checkerplate1:isDown() and checkerplate2:isUp() and checkerplate3:isDown() and checkerplate4:isUp() and checkerplate5:isDown(...
by roachburn
Thu Sep 20, 2012 9:31 am
Forum: Modding
Topic: Notes
Replies: 5
Views: 1987

Notes

Does anyone know how to get the notes to work without the text going out of the lines? I thought I read somewhere that a /n would perform a line break or whatever but it does not seem to work.
by roachburn
Thu Sep 20, 2012 7:58 am
Forum: Modding
Topic: how to "action" when monster dies.
Replies: 49
Views: 45577

Re: how to "action" when monster dies.

Interesting. I used your idea with the hidden pressure plates, and it works great! Thanks a bunch guys! I think I am going to try the other ideas also just for learning purposes. I could'nt figure out how to do an ondie trigger, but I am sure I can figure it out eventually. I just really don't know ...