Search found 199 matches

by 7Soul
Sun Apr 04, 2021 8:28 pm
Forum: Mod Creation
Topic: [UMod] Extended Hooks (0.3.12)
Replies: 7
Views: 12130

Re: [UMod] Extended Hooks

Quick update 0.3.1: - Added onComputeSpellCritChance - The last thrown weapon now properly triggers any EquipmentItem functions attached to it Quickfix 0.3.2: - Fixed a crash when a spell isn't used by a champion - Removed a debug message - Fixed a serialization error message Update 0.3.4: - Fixed a...
by 7Soul
Sun Apr 04, 2021 8:26 pm
Forum: Mod Creation
Topic: [UMod] Master Classes
Replies: 3
Views: 7783

Re: [UMod] Master Classes (beta)

Quick fix update 0.1.1: - Fixed ammo count for the revolver not appearing - Revolver now has: 25% chance to shoot a minor Fireball - Added a Tinkerer-only effect to Steel Armband - Orb of Vilson gains damage the hungrier you are, and it has a tiny chance to do a super critical hit Update 0.1.2: - Fi...
by 7Soul
Sun Apr 04, 2021 5:47 am
Forum: Mod Creation
Topic: [UMod] Master Classes
Replies: 3
Views: 7783

[UMod] Master Classes

This mod aims to add fresh new class options and some level of balancing to any Dungeon-based mod you wish to play it with. It updates the original classes, as well as some items, skills and traits Features Classes: 9 new classes (all balanced for the normal game) Updates to the 8 original classes A...
by 7Soul
Mon Feb 15, 2021 8:16 pm
Forum: Custom Dungeons
Topic: My opinion on LoG2 mods
Replies: 6
Views: 11325

Re: My opinion on LoG2 mods

He does say it's his opinion
by 7Soul
Mon Feb 08, 2021 9:29 pm
Forum: Mod Creation
Topic: UModManager 0.1.0
Replies: 5
Views: 10364

Re: UModManager 0.1.0

bongobeat wrote: Mon Feb 08, 2021 10:36 am I didn't quite understand how to use this, does it need to be integrated into a mod or in a separate and empty mod?

Couldn't make it run or see any difference.
You just need the mod manager .lua file in the Mods folder and add it to the mods.cfg file
by 7Soul
Mon Feb 01, 2021 3:25 am
Forum: Custom Dungeons
Topic: The realm of Zarqedoc
Replies: 32
Views: 35321

Re: The realm of Zarqedoc

Progress report: I finished the first 2 maps, and a bit of a third one The only real problem I found is that these railings can be walked through. Dropping down from the walls around the city is weird too but I guess that's just a quirk from the tileset, so not a big problem The maps fell pretty bar...
by 7Soul
Mon Feb 01, 2021 12:38 am
Forum: Custom Dungeons
Topic: The realm of Zarqedoc
Replies: 32
Views: 35321

Re: The realm of Zarqedoc

My bad, this had to do with a UMod mod I'm testing
by 7Soul
Sun Jan 31, 2021 11:04 pm
Forum: Custom Dungeons
Topic: The realm of Zarqedoc
Replies: 32
Views: 35321

Re: The realm of Zarqedoc

I got this error when I tried to place the snail statue in the place where it asks for it: #script_entity_247.script:2: attempt to call method 'contents' (a nil value) stack traceback: #script_entity_247.script:2: in function 'surfacecontains' #script_entity_247.script:9: in function <#script_entity...
by 7Soul
Sun Jan 31, 2021 9:56 pm
Forum: Custom Dungeons
Topic: The realm of Zarqedoc
Replies: 32
Views: 35321

Re: The realm of Zarqedoc

Downloaded mod, when starting it game just shuts down. No errors or something, just shuts back to Windows. Tested other mods, they start as usual. Can you check your mod? How it is possible it do not even start on computer where like 30+ other mods start just fine? I was able to run it, you probabl...
by 7Soul
Sat Jan 30, 2021 8:15 pm
Forum: Modding
Topic: Buffing monsters
Replies: 26
Views: 31419

Re: Buffing monsters

Here's an example you can paste into the console to increase all existing monster's hp by 20% (be sure there's a space after each line) local success for m=1,Dungeon.getMaxLevels() do for ent in Dungeon.getMap(m):allEntities() do if ent.monster then local health = ent.monster:getMaxHealth() ent.mons...