Search found 305 matches

by crisman
Tue Jan 22, 2013 6:40 pm
Forum: Modding
Topic: Scroll of Safe Teleport Home
Replies: 3
Views: 1499

Re: Scroll of Safe Teleport Home

You can memorize the coordinates in 4 variables (X, Y, F, L), when you cast the ReturnHome spell. You just have to define them before a function, for example, in a script_entity you will have X = 0 Y = 0 L = 0 F = 0 function returnHome() X = party.x, Y = party.Y, L = party.level, F = party.facing, p...
by crisman
Tue Jan 22, 2013 4:13 am
Forum: Modding
Topic: [Models] New created Models..
Replies: 643
Views: 279429

Re: [Models] New created Models..

I want to cook food near that fire camp ^_^
by crisman
Fri Jan 11, 2013 3:54 am
Forum: Modding
Topic: [2nd partial release] Keys, Gems, Locks and Doors
Replies: 43
Views: 12764

Re: [WIP] Keys, Gems, Locks and Doors [Partially Released]

Basically, the gems keys have the icons mixed up:
For example:
the Ruby key has the Amethyst key Icon
The Sapphire key has the Ruby key icon
The Amethyst key has no icon at all, and so on.

Nothing too serious, I just have to modify the atlas indexes ;)

But again, thanks for them :D
by crisman
Thu Jan 10, 2013 5:19 am
Forum: Modding
Topic: [2nd partial release] Keys, Gems, Locks and Doors
Replies: 43
Views: 12764

Re: [WIP] Keys, Gems, Locks and Doors [Partially Released]

Thank you!! Probably I'm gonna use your keys rather than mine :D EDIT: I'm trying it right now, and they look wonderful!! Two things thought: The icons of the keys are all messed up. The second thing are the locks that are duplicated ( I see in the asset browser for example: "lock_gem_01" and "lock_...
by crisman
Thu Jan 10, 2013 1:23 am
Forum: Modding
Topic: Spawning Props, Destroying Props
Replies: 9
Views: 3089

Re: Spawning Props, Destroying Props

I'm glad it works now ;) Surely you are good in scripting, now you just have to take some confidence with it :D Anyway, for you alcove problem, apparently there's no way to spawn those kind of objects (alcoves, secret_buttons, etc...) without having them clipping the walls... But you can try a littl...
by crisman
Thu Jan 10, 2013 1:06 am
Forum: Modding
Topic: [WIP]flesh wall set
Replies: 47
Views: 20436

Re: [mods]flesh wall set (work in progress)

I wonder if it's possible to change the steps noise with something more... squishy XD
That would be somewhat disgusting :D
Also, an environmental music would be just a heart beating in the background.
Anyway, good work with the altar!! I can't wait to see it in action!!
by crisman
Wed Jan 09, 2013 8:50 pm
Forum: Modding
Topic: [WIP]flesh wall set
Replies: 47
Views: 20436

Re: [mods]flesh wall set (work in progress)

OMG that is absolutely cool!
It reminds me The Binding of Isaac ^_^

Can't wait to see further progress!!
by crisman
Wed Jan 09, 2013 5:41 pm
Forum: Modding
Topic: Spawning Props, Destroying Props
Replies: 9
Views: 3089

Re: Spawning Props, Destroying Props

You must use getValue() function if you want to know the value of a counter!
So the script will be:

function THSBCounter()

if CounterV:getValue() == 0 then
spawn("dungeon_secret_button_small", 3, 3, 16, 2, "THSB_1")
etc...
by crisman
Mon Jan 07, 2013 8:44 pm
Forum: Modding
Topic: Skull lamps
Replies: 6
Views: 2263

Re: Skull lamps

Oh, those are sweet!! I want one in my room!! :D
by crisman
Wed Jan 02, 2013 4:22 pm
Forum: Modding
Topic: custom monster: mummy
Replies: 42
Views: 14334

Re: custom monster: mummy

Really good!! Does it have custom sounds, too?