Search found 202 matches

by Granamir
Tue Dec 19, 2017 11:26 am
Forum: Custom Dungeons
Topic: It's a ctrap! (v1.4)
Replies: 65
Views: 53162

Re: It's a ctrap! (v1.4)

Hi Marco,
nope sorry there isn't another way to go to study. Btw study is an extra level, u can go down and run from golems, that's the right way to run away from island.
by Granamir
Sun Oct 29, 2017 10:01 pm
Forum: Custom Dungeons
Topic: It's a ctrap! (v1.4)
Replies: 65
Views: 53162

Re: It's a ctrap! (v1.4)

Hi drdrake yes u need to complete study before going down in volcano so much time passed i don't remmeber very well, could be the force field is at the very beginning? i guess u need a medallion, maybe found in underground swamp...but i'm not sure, changed things so many times maybe at the end i cho...
by Granamir
Tue Aug 22, 2017 2:57 pm
Forum: Custom Dungeons
Topic: It's a ctrap! (v1.4)
Replies: 65
Views: 53162

Re: It's a ctrap! (v1.4)

@ matuto command to set unbreating water is: party.party:getChampion(1):removeCondition("water_breathing") where u sees 1 it mens first row left character, if u put 2 it works for first row second character, and so on command: for i = 1, 4, 1 do party.party:getChampion(i):removeCondition("water_brea...
by Granamir
Thu Aug 17, 2017 5:49 pm
Forum: Custom Dungeons
Topic: It's a ctrap! (v1.4)
Replies: 65
Views: 53162

Re: It's a ctrap! (v1.4)

Hi, @ Orace nice to know that it worked, and that i don't forgot Lua afterall. If i'm not wrong (after so long time i forgot a lot) when u read that message is just before u step into a no way back passage, so if u have a save u can play only stages u missed. Nice cammeo hunt (even better than i rem...
by Granamir
Wed Aug 02, 2017 8:38 pm
Forum: Custom Dungeons
Topic: It's a ctrap! (v1.4)
Replies: 65
Views: 53162

Re: It's a ctrap! (v1.4)

@ Orace: As far as i know, no, shadows after created are wizards without mirroring images ability. Nice idea to make disappear them at wizard death. If one day i'll make a next version of this dungeon i'll add this feature. I don' remmeber all scripst i used but i think that lua script starts at the...
by Granamir
Mon Jul 31, 2017 9:07 pm
Forum: Custom Dungeons
Topic: It's a ctrap! (v1.4)
Replies: 65
Views: 53162

Re: It's a ctrap! (v1.4)

Hi Orace, u'r lucky i set to receive message on e-mail when i receive pm here...but it was in spam folder. Thank you very much for your words, i'm happy u like my work and also that u found so many cammeos. Now to the problem. Wizard is last mob in the colosseo, and he creates some mirror images. I ...
by Granamir
Sat Aug 22, 2015 2:57 pm
Forum: Grimrock 2 Discussion
Topic: Using Grimrock 2 engine for different games
Replies: 0
Views: 2825

Using Grimrock 2 engine for different games

Hi everyone, i know a little Grimrock 2 engine since i made a mod dungeon, and i think that this engine is good (maybe with minor changes) for making strategic turn based videogame, maybe with different background (for example Space Marines background). I hope Almost Human is interested in doing thi...
by Granamir
Sun Aug 02, 2015 4:43 pm
Forum: Mod Creation
Topic: [SOLVED] call hooks from ingame script
Replies: 2
Views: 1559

Re: call hooks from ingame script

Understood. TY
by Granamir
Sun Aug 02, 2015 4:40 pm
Forum: Mod Creation
Topic: remove items from surfaces via script
Replies: 0
Views: 2001

remove items from surfaces via script

HI everyone, i'm trying to build a food dispencer so i thought it would destroy any food inside of it when i activate it, but i'm having trouble if already are items in alcove. Plus i read somewhere that i can have save problems destroying items in alcove. So anyone has any solution or tips i can fo...
by Granamir
Sun Jul 19, 2015 2:38 pm
Forum: Mod Creation
Topic: [SOLVED] call hooks from ingame script
Replies: 2
Views: 1559

[SOLVED] call hooks from ingame script

Hi everyone, sorry today i'm lazy so didn't make a search if an answer already exists. Just want to know,if possible, how to call an inside hook of an object (say a monster) from an ingame script; so that i can change a specific monster behaviour without creating a new monster in my monster.lua file...