Search found 433 matches

by zimberzimber
Wed Jan 31, 2018 1:24 am
Forum: Mod Creation
Topic: [ASSETS] Zimber's Assets v1.10 [vampire/archer + Goodbye]
Replies: 99
Views: 66521

Re: [ASSETS] Zimber's Assets v1.10 [vampire/archer + Goodbye

I'll definitely drop in for LoG3 if it becomes a thing :D
by zimberzimber
Tue Jan 30, 2018 4:45 pm
Forum: Mod Creation
Topic: [ASSETS] Zimber's Assets v1.10 [vampire/archer + Goodbye]
Replies: 99
Views: 66521

Re: [ASSETS] Zimber's Assets v1.10 [vampire/archer + Goodbye

billb52 wrote:Hi zimber In your v1.10 patch there are no files to update only the changelog.txt?
Whoopsie :?
Reuploaded
by zimberzimber
Tue Jan 30, 2018 10:57 am
Forum: Mod Creation
Topic: [ASSETS] Zimber's Assets v1.10 [vampire/archer + Goodbye]
Replies: 99
Views: 66521

Re: [ASSETS] Zimber's Assets v1.10 [vampire/archer + Goodbye

Uploaded a patch for some of the bug I've left behind and totally forgot about

- Fixed Vampire model offset
- Fixed a faulty Scavenger Spitter definition
- Fixed Vampire Lord sword particles
- Fixed crashing on opening party interfaces (Removed hooks referencing to non-existant scripts in party.lua)
by zimberzimber
Fri Jan 19, 2018 9:19 pm
Forum: Mod Creation
Topic: Ask a simple question, get a simple answer
Replies: 3708
Views: 1265172

Re: Ask a simple question, get a simple answer

You can by having the text components init function set its text to it
by zimberzimber
Mon Jan 15, 2018 4:38 pm
Forum: Mod Creation
Topic: Confining a Viper Root to an area
Replies: 5
Views: 3577

Re: Confining a Viper Root to an area

There's also the Viper Root I made for someone a long time ago which binds it to a specific elevation: -- This Viper Root will only attack the party if they're on the elevetion it was bound to. (through the counter named boundElevation) -- Otherwise a regular Viper Root. -- May linger to other eleva...
by zimberzimber
Sun Jan 14, 2018 9:55 pm
Forum: Mod Creation
Topic: Confining a Viper Root to an area
Replies: 5
Views: 3577

Re: Confining a Viper Root to an area

Isaac wrote:Pit components
Would that prevent them from chasing you if you're not near a pit component like a wall would, or will it just prevent them from appearing on the tiles with the pit components?
by zimberzimber
Wed Jan 10, 2018 11:44 pm
Forum: Mod Creation
Topic: [ASSETS] Zimber's Assets v1.10 [vampire/archer + Goodbye]
Replies: 99
Views: 66521

Re: [ASSETS] Zimber's Assets v1.10 [vampire/archer + Goodbye

One more thing, I was also wondering why the vampires feet are sunken into the floor assets. Is this supposes to be on purpose? Please don't misinterpret my queries as complaints, because they aren't - I am just requesting some assistance with the above two issues. If its on flat ground, then its b...
by zimberzimber
Wed Jan 10, 2018 11:39 pm
Forum: Mod Creation
Topic: Ask a simple question, get a simple answer
Replies: 3708
Views: 1265172

Re: Ask a simple question, get a simple answer

Hey there, I'm not sure that I understand this corectly You mean that if I throw one bomb (with the code of Akroma) on a monster groupe, it will spawn a fireburst for every monster that is part of the monstergroup? Is that not the same thing when you throw a fire bomb or any other bomb on a monster...
by zimberzimber
Sat Jan 06, 2018 9:00 pm
Forum: Mod Creation
Topic: Ask a simple question, get a simple answer
Replies: 3708
Views: 1265172

Re: Ask a simple question, get a simple answer

That script will spawn a fireburst for *every monster* on the hit tile. Works with single monsters, yes. But not so much with monster groups + rat swarm likes... There's no method for directly damaging a monster IIRC, so you gotta modify their health manually (and do death checks, resistances, etc.....