Search found 5 matches
- Thu Nov 15, 2012 12:21 pm
- Forum: Modding
- Topic: LoG Framework (dynamic hooks etc.)
- Replies: 156
- Views: 150635
Re: Advanced scripting: a scripting framework
I wish I could understand what I'm looking at as well... I am still at the point of where I'm not sure I can just cut n paste or Do i have to modify what I'm seeing, if so what fields do i modify... this is all so terribly confusing. But I shall try and hopefully this time next year it'll be second...
- Wed Nov 14, 2012 12:32 pm
- Forum: Modding
- Topic: how to "action" when monster dies.
- Replies: 49
- Views: 78389
Re: how to "action" when monster dies.
@ 8kin - I used the same script, works well! ;) @HaunterV - could you possible make the onDie hook for the boss monster activate a script that went along the lines of: function openAllDoors() for i in allEntities(party.level) do if i.id:sub(1,200) == "boss_door_" then i:open() end end end...
- Wed Nov 14, 2012 11:47 am
- Forum: Modding
- Topic: Snail Fire Trail
- Replies: 3
- Views: 3155
Re: Snail Fire Trail
Thanks!
Yeah I thought my image links wouldn't work, darn dropbox. will have to host any images somewhere else.
All right I shall try that an see how I go!
It's a good point to start.
Cheers and thanks for the welcome!
Yeah I thought my image links wouldn't work, darn dropbox. will have to host any images somewhere else.
All right I shall try that an see how I go!
It's a good point to start.
Cheers and thanks for the welcome!
- Thu Nov 08, 2012 1:10 pm
- Forum: Modding
- Topic: Snail Fire Trail
- Replies: 3
- Views: 3155
Snail Fire Trail
I have created a Boss Snail using clone object (tried to add backstab immunity but doesn't work with cloned objects) and added a particle system to it for fun. I also have added a hit effect which leaves a trail of fireball particles behind, I thought this was pretty cool (like little fire poos). so...
- Thu Nov 08, 2012 12:33 pm
- Forum: Modding
- Topic: how to "action" when monster dies.
- Replies: 49
- Views: 78389
Re: how to "action" when monster dies.

Code: Select all
cloneObject{
name = "boss_snail",
baseObject = "snail",
moveSound = "snail_walk",
health = 1,
onDie = function(self)
lvl2bossdoor:open()
end
}