Search found 305 matches
- Tue Jan 22, 2013 6:40 pm
- Forum: Modding
- Topic: Scroll of Safe Teleport Home
- Replies: 3
- Views: 3293
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...
- Tue Jan 22, 2013 4:13 am
- Forum: Modding
- Topic: [Models] New created Models..
- Replies: 643
- Views: 504266
Re: [Models] New created Models..
I want to cook food near that fire camp ^_^
- Fri Jan 11, 2013 3:54 am
- Forum: Modding
- Topic: [2nd partial release] Keys, Gems, Locks and Doors
- Replies: 43
- Views: 27688
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
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
- Thu Jan 10, 2013 5:19 am
- Forum: Modding
- Topic: [2nd partial release] Keys, Gems, Locks and Doors
- Replies: 43
- Views: 27688
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" ...
- Thu Jan 10, 2013 1:23 am
- Forum: Modding
- Topic: Spawning Props, Destroying Props
- Replies: 9
- Views: 6419
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...
- Thu Jan 10, 2013 1:06 am
- Forum: Modding
- Topic: [WIP]flesh wall set
- Replies: 47
- Views: 37492
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
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!!
That would be somewhat disgusting
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!!
- Wed Jan 09, 2013 8:50 pm
- Forum: Modding
- Topic: [WIP]flesh wall set
- Replies: 47
- Views: 37492
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!!
It reminds me The Binding of Isaac ^_^
Can't wait to see further progress!!
- Wed Jan 09, 2013 5:41 pm
- Forum: Modding
- Topic: Spawning Props, Destroying Props
- Replies: 9
- Views: 6419
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...
So the script will be:
function THSBCounter()
if CounterV:getValue() == 0 then
spawn("dungeon_secret_button_small", 3, 3, 16, 2, "THSB_1")
etc...
- Mon Jan 07, 2013 8:44 pm
- Forum: Modding
- Topic: Skull lamps
- Replies: 6
- Views: 4880
Re: Skull lamps
Oh, those are sweet!! I want one in my room!!
- Wed Jan 02, 2013 4:22 pm
- Forum: Modding
- Topic: custom monster: mummy
- Replies: 42
- Views: 32841
Re: custom monster: mummy
Really good!! Does it have custom sounds, too?