Search found 157 matches
- Mon Nov 16, 2020 1:26 am
- Forum: Custom Dungeons
- Topic: [WIP] The Old Nexus 「 Grimrock XL 」
- Replies: 44
- Views: 31055
Re: [WIP] The Old Nexus 「 Grimrock XL 」
Well then
- Sun Nov 15, 2020 11:24 pm
- Forum: Custom Dungeons
- Topic: [WIP] The Old Nexus 「 Grimrock XL 」
- Replies: 44
- Views: 31055
Re: [WIP] The Old Nexus 「 Grimrock XL 」
When you use an external script, you gotta import it
- Sun Nov 15, 2020 10:40 pm
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3715
- Views: 1275591
Re: Ask a simple question, get a simple answer
Sorry, I'm not very good at scripting- First of all, do I need to put the functions addSkillTemp, removeSkillTemp and clearSkillTemp into a file or something? and second how would I add a check for how many skill points the champion has and compare with the skill level, then make it subtract the sk...
- Sun Nov 15, 2020 7:21 pm
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3715
- Views: 1275591
Re: Ask a simple question, get a simple answer
Thanks, I guess I'll just make it so it gives a trait every time. *what about how to make it so the skills cost more points the higher the level? In the functions.lua of my mod, look for addSkillTemp, removeSkillTemp and clearSkillTemp. The line champion:setSkillPoints(champion:getSkillPoints() - 1...
- Sun Nov 15, 2020 5:49 pm
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3715
- Views: 1275591
Re: Ask a simple question, get a simple answer
How would I make it so it costs 1 skill point for the first level, 2 for the second, and so on? (I don't want to completely steal your script :lol: edit: Also how do I make my own skills? I can define them and make it so at a certain level they get a trait, but how do I make it so they get somethin...
- Sun Nov 15, 2020 4:17 am
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3715
- Views: 1275591
Re: Ask a simple question, get a simple answer
Only possible with EquipmentItemComponent, and only in a very limited way; see http://www.grimrock.net/forum/viewtopic.php?f=22&t=14529 The only reasons this could ever be useful are the builtin light_weapons, heavy_weapons, missile_weapons, throwing, firearms, and magic skills since you can't clea...
- Thu Nov 12, 2020 8:56 pm
- Forum: Custom Dungeons
- Topic: [Beta] Grimrock 2 Randomizer
- Replies: 30
- Views: 6231
Re: [WIP] Grimrock 2 Randomizer
deleted
- Wed Nov 11, 2020 2:25 am
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3715
- Views: 1275591
Re: Ask a simple question, get a simple answer
Now my own question: How would I make it so when I press a button it checks if there is certain items on an alcove and if so then it destroys them and spawn a different one? (Like a stick and a rock would turn into a cudgel.) SurfaceComponent triggers script that loops through contents, checks thei...
- Tue Nov 10, 2020 7:13 am
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3715
- Views: 1275591
Re: Ask a simple question, get a simple answer
@IttaBitta I think you need to have a script object named "zim_functions" in your dungeon, then you set it to "external" and point to the script file, and be sure to add it to your init.lua as well
- Sun Nov 08, 2020 8:10 am
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3715
- Views: 1275591
Re: Ask a simple question, get a simple answer
ItemComponent has a setStackSize() method that lets you change the number of items in the stack. Use that to make a stack of pellets (or any other stackable item). dm_lock_coinslot decreases its coinsNeeded counter value by 1 each time a coin is inserted, and when the value reaches 0, it disables i...