Search found 305 matches

by crisman
Wed Oct 22, 2014 9:28 pm
Forum: Grimrock 2 Discussion
Topic: Grimrock 2 Update 2.1.13
Replies: 48
Views: 29049

Re: Grimrock 2 Update 2.1.13

Thanks for the patch! :D I have this game from D1 and not encountered any issues so far, except for a wierd thing I noticed today: each time I save a game at a Crystals (I'm playing with hard-Ironman... baaaad decision for my first playthrough :lol: ), it will slightly sink into the ground... now th...
by crisman
Fri Feb 22, 2013 9:27 am
Forum: Modding
Topic: [Models] New created Models..
Replies: 643
Views: 264474

Re: [Models] New created Models..

Grimfan wrote:I really hate the mechanic actually, and just reload from my last save when it happens.
Yeah, pretty much the same for me, but not because I had to pick up the skeletons and bring them back on an altar, but because when someone dies all of his inventory items will drop on the floor. :roll:
by crisman
Mon Feb 11, 2013 10:17 pm
Forum: Modding
Topic: Rest and Rewards
Replies: 22
Views: 6539

Re: Rest and Rewards

the { parenthesis in the cloneObject must go after the last row of code (with a comma right after the "end" of the onAttack hook), so it will be: cloneObject{ name = "party", baseObject = "party", onAttack = function (self, weapon) return damage.whatWeapon(self, weapon) end, onRest = function(party)...
by crisman
Sun Feb 10, 2013 11:49 pm
Forum: Modding
Topic: Rest and Rewards
Replies: 22
Views: 6539

Re: Rest and Rewards

Can't even read any prints?
If so there should be something wrong with your cloned party.
by crisman
Sun Feb 10, 2013 9:33 pm
Forum: Modding
Topic: Rest and Rewards
Replies: 22
Views: 6539

Re: Rest and Rewards

I've tested the code and doesn't work to me neither. :shock: Apparently, the strings local d = findEntity("restDoor"..restCount) if d then d:close() end are the responsible. So I've changed them with findEntity("restDoor"..restCount):close() And works really good! In this way, thought you have to ad...
by crisman
Sun Feb 10, 2013 9:21 pm
Forum: Modding
Topic: Rest and Rewards
Replies: 22
Views: 6539

Re: Rest and Rewards

Try adding some print("hello") here and there in the code, and see where the code does not work. For example: onRest = function(party) print("bed time") restScript.doRest() end, and restCount = 0 function doRest() print("I'm sleeping") restCount = restCount + 1 local d = findEntity("restDoor"..restC...
by crisman
Sun Feb 10, 2013 8:28 pm
Forum: Modding
Topic: [Models] New created Models..
Replies: 643
Views: 264474

Re: [Models] New created Models..

I bet if the original DM developers come here and see your works they would crying of happiness, and would be proud of you!! :mrgreen:
I really really like the models you are doing!!
I would be pleased if it's possible for you to show them in a video ^__^
by crisman
Sun Feb 10, 2013 8:20 pm
Forum: Modding
Topic: Destroying objects on an Altar or in an Alcove
Replies: 12
Views: 4896

Re: Destroying objects on an Altar or in an Alcove

I did an all new life leech sword, as well as a life leech potion (for a couple of seconds, every successful attacks leech life from monsters), so yes, it's doable. :)
by crisman
Sat Feb 09, 2013 5:20 pm
Forum: Modding
Topic: Script options to check if party has various items or not
Replies: 11
Views: 7698

Re: Script options to check if party has various items or no

Thanks Komag, didn't notice that ;)
Its' funny that 5 minutes before writing the code I didn't remember that item:contaniedItems() was added to the editor :mrgreen:
Surely for an item is way much more simple, like you did!
by crisman
Sat Feb 09, 2013 4:22 am
Forum: Modding
Topic: Script options to check if party has various items or not
Replies: 11
Views: 7698

Re: Can anyone help me with a scrip?

You can try this, but I warn you, this kind of scripts needs grimq http://www.grimrock.net/forum/viewtopic.php?f=14&t=4256&hilit=grimq because the script I'm going to write will not work if the items are inside sacks, boxes, mortars, ecc... A script with grimq will provide that kind of stuff, but un...