Search found 73 matches
- Mon Dec 22, 2014 1:57 am
- Forum: Mod Creation
- Topic: Error in define Trait (Solved)
- Replies: 6
- Views: 5684
Re: Error in define Trait
same error InvalidStat
- Mon Dec 22, 2014 1:49 am
- Forum: Mod Creation
- Topic: Error in define Trait (Solved)
- Replies: 6
- Views: 5684
Error in define Trait (Solved)
Hello. I want to change a Trait for a class so that he gains +1% critChance for every second Level he gains Starting at level 1. onRecomputeStats = function(champion, level) if level > 0 then level = champion:getLevel() champion:addStatModifier("critChance", 1+(level/2) ) end This script w...
- Tue Dec 16, 2014 3:17 pm
- Forum: Mod Creation
- Topic: pushable_block_floor (Solved)
- Replies: 9
- Views: 7273
Re: pushable_block_floor
Hello Everyone. Thanks for the help! :) pushable_block_floor_1.controller:isActivated() works! And yes your assumption was right. i didnt use the pushable-triggers because the puzzle i tried to make would not work with the triggers. (the pushable-floors have to activate other nearby pushable floors)...
- Tue Dec 16, 2014 11:33 am
- Forum: Mod Creation
- Topic: pushable_block_floor (Solved)
- Replies: 9
- Views: 7273
Re: pushable_block_floor_trigger
I tried something like this But since im a scripting noob...i dont know what i am doing wrong function pushable() if pushable_block_floor_1.PushableBlockFloor:isActivated() and pushable_block_floor_2.PushableBlockFloor:isActivated() and pushable_block_floor_3.PushableBlockFloor:isActivated() and pus...
- Tue Dec 16, 2014 10:28 am
- Forum: Mod Creation
- Topic: pushable_block_floor (Solved)
- Replies: 9
- Views: 7273
pushable_block_floor (Solved)
Hello
I made pushable_block_floor that can be with light or without light (activated/deactivated)
My Question is how can i check if they are lit or unlit in a script?
I tried it with a counter but it didnt work.
For example. I want a door to open if all 8 pushable_block_floors are with light.
I made pushable_block_floor that can be with light or without light (activated/deactivated)
My Question is how can i check if they are lit or unlit in a script?
I tried it with a counter but it didnt work.
For example. I want a door to open if all 8 pushable_block_floors are with light.
- Tue Dec 09, 2014 4:56 pm
- Forum: Mod Creation
- Topic: some ceiling
- Replies: 9
- Views: 8520
Re: some ceiling
What you want to do is difinately possible because i created similar things in my mod. if you want to have a room above another room you have to 1. Create a normal room with tiles. For example floor 0 and ceiling at 3 (you need at least 0-3 to create 1 height between the 2 rooms) 2. Set your invisib...
- Wed Dec 03, 2014 12:02 am
- Forum: Mod Creation
- Topic: Asset Pack v1
- Replies: 40
- Views: 159847
Re: Asset Pack v1
That helps a lot :) I finally was able to create all new races and classes i need. However..some things seem to be missing or are not changeable... examples: The elemental magic schools- how do i difine their damage bonus per skill level? same with the light/heavy weapons how do i difine their bonus...
- Mon Nov 17, 2014 3:10 pm
- Forum: Mod Creation
- Topic: preventing fall damage
- Replies: 13
- Views: 12093
Re: preventing fall damage
Let them fall into water
- Sun Nov 16, 2014 7:31 pm
- Forum: Mod Creation
- Topic: Custom Armor (solved)
- Replies: 5
- Views: 4288
Re: Custom Armor (solved)
Thank you again! That will help me a lot and get me started through hundreds and maybe thousand of items i need to create
- Sun Nov 16, 2014 7:04 pm
- Forum: Mod Creation
- Topic: Custom Armor (solved)
- Replies: 5
- Views: 4288
Re: Custom Armor
Ah thank you! I would have never thought of using chest_armor trait :) It seems chest_armor trait also made the Protection +1 work correctly...odd. Does that mean you cant make a weapon that gives protection +1? Or would you have to give a weapon an armor trait too? oh and you dont know what the fbx...