Search found 1025 matches
- Wed Apr 22, 2020 5:29 am
- Forum: Mod Creation
- Topic: [WIP] Akroma Asset Pack
- Replies: 49
- Views: 46778
Re: [WIP] Akromas GUI - Rune Panel
Hey All, Firstly, apologies for my absence and inconsistent communication.. Last years 'life' issues are resolved and so gladly, I have been able to again work consistently on my asset pack Before I did though, I went back and replayed through vanilla Grimrock 2 a few times after doing some 'party b...
- Mon Feb 24, 2020 1:56 am
- Forum: Modding
- Topic: [MOD] LABYRINTH OF LIES - v3.6 Release
- Replies: 465
- Views: 286727
Re: [MOD] LABYRINTH OF LIES - v3.6 Release
Hey All, Just a quick message - apologies for my absence and for not keeping this updated over my time away (I have been assisting my dad over summer with renovations and research work while he underwent chemotherapy) In the next 2 weeks I will post a number of console commands that will fix the afo...
- Mon Sep 16, 2019 8:41 pm
- Forum: Mod Creation
- Topic: How to deal with player stupidity
- Replies: 3
- Views: 5048
Re: How to deal with player stupidity
Environmental hazards that become negligible to higher level characters. A mildly poison fog, for instance; or a submerged entry that is a bit far to travel on paltry hitpoints. Make it open, but an act of attrition to get there, or to stay there. Environmental distractions that look and sound atte...
- Sun Sep 15, 2019 10:10 pm
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3708
- Views: 1265263
Re: Ask a simple question, get a simple answer
I simply want it to spawn a new turtle at the location of the script whenever the turtle is killed. Try this: function spawnTurtleOnDie(mon) local spawnPoint = findEntity(self.go.id) local newTurtle = spawnPoint:spawn("turtle").monster:addConnector("onDie", self.go.id, "spawnTurtleOnDie") end spawn...
- Sun Sep 01, 2019 5:19 am
- Forum: Mod Creation
- Topic: upside down map
- Replies: 12
- Views: 9791
Re: upside down map
:mrgreen: Awesome :twisted: Clarify for me? You could potentially invert an entire room and back again by, for example, pulling a switch?? You can if you are rotating the camera, but that looks assembled from assets. https://www.dropbox.com/s/0jeepg84n0fkvfc/grimrock2_2.avi?dl=0 *Rotating the camer...
- Sun Sep 01, 2019 5:15 am
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3708
- Views: 1265263
Re: Ask a simple question, get a simple answer
Ah, thanks IsaacIsaac wrote: ↑Sat Aug 31, 2019 6:31 pmLua is case sensitive. You must make the changes to the id string for hudPrint.
Example:Code: Select all
traitId = "meditation" function capitalize(idString) return string.upper(idString:sub(1,1))..idString:sub(-(#idString-1)) end hudPrint(capitalize(traitId))

- Sat Aug 31, 2019 1:52 pm
- Forum: Mod Creation
- Topic: upside down map
- Replies: 12
- Views: 9791
Re: upside down map


Clarify for me?
You could potentially invert an entire room and back again by, for example, pulling a switch??
- Sat Aug 31, 2019 1:47 pm
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3708
- Views: 1265263
Re: Ask a simple question, get a simple answer
If I equip the last item of a custom armor set, it seems to spam the message/sound every frame. Is there a way to get the message/sound only once? Would adding/removing a trait for that be the better choice? { class = "EquipmentItem", protection = 2, evasion = 3, onRecomputeStats = function(self, c...
- Wed Aug 28, 2019 7:41 am
- Forum: Mod Creation
- Topic: [WIP] Akroma Asset Pack
- Replies: 49
- Views: 46778
Re: [WIP] Akromas GUI - Rune Panel
Ok, here are the areas of mod work Ive done or at least begun Their tasks are split into ESSENTIAL and CAN WAIT Here is a revision of that priority list Statistics Menu Add scripting support so correct info is displayed for Item types (ammo, bomb, bare hand, caster, runeitem) Check get / set functi...
- Tue Aug 27, 2019 9:09 pm
- Forum: Mod Creation
- Topic: [WIP] Akroma Asset Pack
- Replies: 49
- Views: 46778
Re: [WIP] Akromas GUI - Rune Panel
The Video demonstration is stunning. *thumbs up! There are so many spells, no idea how the player can memorize them. :D Thank you maneus! The spell count (including vanilla spells) for Labyrinth was up around 120 .... ... and yes, definitely too many rune gestures to remember for the player. Ive tr...