Search found 92 matches

by 7Soul
Wed Oct 30, 2019 9:08 am
Forum: Custom Dungeons
Topic: The Allure of Nightfall - Version 1.0
Replies: 143
Views: 43388

Re: The Allure of Nightfall - Version 1.0

Congrats! I'll give it a shot later
by 7Soul
Tue Oct 22, 2019 7:32 am
Forum: Mod Creation
Topic: (snippet) Custom keyboard shortcuts for testing
Replies: 0
Views: 2034

(snippet) Custom keyboard shortcuts for testing

I made a set of keyboard shortcuts for when testers play my mod (and for me when I'm testing the exported mod too). Some mimic the editor shortcuts and some can help with getting stuck. There's also one for revealing the map and advancing time Inside the onDrawGui hooK: if context.keyDown("shift") a...
by 7Soul
Mon Oct 21, 2019 1:38 am
Forum: Custom Dungeons
Topic: [WIP] The Old Nexus 「 Grimrock XL 」
Replies: 36
Views: 11563

Re: [WIP] The Old Nexus 「 Grimrock XL 」

Been spending most of the time now on testing and fixing the traits and classes, and making some monsters more interesting (or adding new variants) which I won't spoil While doing some of the testing I realized that Missile and Throwing weapons sharing the same skill would make the two too similar,...
by 7Soul
Thu Oct 17, 2019 5:52 pm
Forum: Mod Creation
Topic: Ask a simple question, get a simple answer
Replies: 3372
Views: 763943

Re: Ask a simple question, get a simple answer

Speaking of which, anyone else gets this sometimes? https://i.imgur.com/g8gBrYh.png I've been working on this mod for nearly a year but this only started happening like 2~3 months ago Does your mod produce a .dat file that is over 100 MB? The filesize limit for Steam Workshop is somewhere close to ...
by 7Soul
Thu Oct 17, 2019 6:09 am
Forum: Mod Creation
Topic: Ask a simple question, get a simple answer
Replies: 3372
Views: 763943

Re: Ask a simple question, get a simple answer

No. It would be helpful if you give more details. Are you exporting while on "low graphics settings" This is important! Or at least using the 4 GB patch? Have you used any of the available custom asset packs from other modders that might interfere? Since you are using custom classes, are you taking...
by 7Soul
Thu Oct 17, 2019 5:13 am
Forum: Mod Creation
Topic: Ask a simple question, get a simple answer
Replies: 3372
Views: 763943

Re: Ask a simple question, get a simple answer

Speaking of which, anyone else gets this sometimes?

Image

I've been working on this mod for nearly a year but this only started happening like 2~3 months ago
by 7Soul
Thu Oct 17, 2019 4:54 am
Forum: Mod Creation
Topic: Ask a simple question, get a simple answer
Replies: 3372
Views: 763943

Re: Ask a simple question, get a simple answer

Isaac wrote:
Thu Oct 17, 2019 3:04 am
What spell?
Any, even Light. This is annoying to test, since it takes 3 minutes to export (if it doesn't randomly fail) plus getting into game...

I tried finding any onSpellCast hooks and commented out all addTrait() instances but didn't help
by 7Soul
Thu Oct 17, 2019 1:40 am
Forum: Mod Creation
Topic: Ask a simple question, get a simple answer
Replies: 3372
Views: 763943

Re: Ask a simple question, get a simple answer

I'm getting this error message when casting a spell in game (not in the editor) [string "Champion.lua"]:0: attempt to index a nil value stack traceback: [string "Champion.lua"]: in function 'addTrait' [string "Champion.lua"]: in function 'castSpell' [string "RunePanel.lua"]: in function 'endGesture'...
by 7Soul
Tue Oct 08, 2019 8:38 pm
Forum: Mod Creation
Topic: Ask a simple question, get a simple answer
Replies: 3372
Views: 763943

Re: Ask a simple question, get a simple answer

Do you mean... having many single, or a few function containing scripts, and << somehow >> loading them all into one script_entity—while keeping the function files all separated? If so, why—exactly/specifically? I like keeping my functions organized when I do programming, maybe put my champion func...
by 7Soul
Tue Oct 08, 2019 3:23 am
Forum: Mod Creation
Topic: Ask a simple question, get a simple answer
Replies: 3372
Views: 763943

Re: Ask a simple question, get a simple answer

Is there a way to include a lua file into another file? I'm trying to organize my 4k lines script, but I'm not having luck with 'loadfile' or 'require' It depends on how you intend to use it. Use: import "mod_assets/script/my_script.lua" ...in any of the startup scripts, to insert the contents of a...