Search found 2762 matches
- Mon Jun 02, 2014 3:20 am
- Forum: Modding
- Topic: Crash Saving with items in alcoves
- Replies: 3
- Views: 3777
Re: Crash Saving with items in alcoves
http://www.grimrock.net/modding/save-games-and-variables/ This line: foundAlcove = findEntity(alcoveList[index]) is storing an entity reference in a persistent variable, which cannot be serialized and will cause a crash if the player attempts to save. You want to use the 'local' keyword: local foun...
- Thu May 29, 2014 1:50 am
- Forum: Modding
- Topic: [MOD] LABYRINTH OF LIES - v3.6 Release
- Replies: 470
- Views: 499787
Re: [MOD] LABYRINTH OF LIES - RELEASE (finally!)
Some more issues: In script_entity_387 (level 13, x16,y26): You've made a typo and attempted to call "spawnerICE5activate()" instead of "spawnerICE5:activate()" which of course causes a crash. This means the player cannot place items in the powergem alcove or use the pyre stones ...
- Sun May 18, 2014 6:30 am
- Forum: Modding
- Topic: [Script] Get difficulty settings from script
- Replies: 13
- Views: 11752
Re: [Script] Get difficulty settings from script
Difficulty only seems to affect monsters' damage and the frequency of moves/attacks. It doesn't seem to affect the speed they move 1 square, so you can't measure it that way. You could look at how long it takes to move multiple squares, perhaps.
- Sun May 11, 2014 12:04 am
- Forum: Modding
- Topic: resist physical damage item
- Replies: 7
- Views: 4806
Re: resist physical damage item
My code wasn't intended to be used directly, it was just to demonstrate the concept. Here's a cleaned up version that would be better to use: onDamage = function(champion,dmg,type) if recursing then recursing = false return true end if champion:getItem(10) and champion:getItem(10).name == "ston...
- Sat May 10, 2014 8:39 pm
- Forum: Modding
- Topic: resist physical damage item
- Replies: 7
- Views: 4806
Re: resist physical damage item
*Using champion:damage() in the hook [to get the blood-splatter indicator] causes a stack overflow. Isn't this fixable by setting an arbitrary variable before calling damage() and checking for it, like this: recursing = false onDamage = function(champion,dmg,type) if recursing then recursing = fals...
- Fri May 09, 2014 1:20 am
- Forum: Modding
- Topic: magic bag request
- Replies: 13
- Views: 10063
Re: magic bag request
Sometimes I'll see a problem and instantly think of the worst possible solution to it. This was one of those times, but unlike most of those times I decided to implement it: First, I define 10001 sacks, with weights ranging from 0 to -1000.0 kg: for i = 0, 10000 do defineObject{ name = "sack_ho...
- Wed May 07, 2014 8:35 am
- Forum: Modding
- Topic: [MOD] Castle Ringfort 2.0
- Replies: 107
- Views: 115858
Re: [MOD] Castle Ringfort
Your dungeon crashes every time you walk in front of the iron door on level 3, because you made a typo:
Code: Select all
#script_entity_14:13: attempt to index global 'part2y' (a nil value)
- Mon Apr 28, 2014 7:29 pm
- Forum: Modding
- Topic: FindEntity Not WOrking
- Replies: 10
- Views: 9696
Re: FindEntity Not WOrking
Groups of multiple monsters do not retain their id when the level is played. Each monster in the group is its own entity, and regardless of the id you gave the group, each monster will be created with numerical id like you get from e.g. using "spawn("snail")". If you need to ref...
- Mon Apr 28, 2014 6:29 am
- Forum: Modding
- Topic: FindEntity Not WOrking
- Replies: 10
- Views: 9696
Re: FindEntity Not WOrking
Groups of multiple monsters do not retain their id when the level is played. Each monster in the group is its own entity, and regardless of the id you gave the group, each monster will be created with numerical id like you get from e.g. using "spawn("snail")". If you need to refe...
- Sun Apr 27, 2014 7:18 pm
- Forum: Modding
- Topic: [MOD] Prisoner of Bleakhall - UPDATE! 1.33
- Replies: 88
- Views: 93164
Re: [MOD] Prisoner of Bleakhall - Updated Ver 1.2
And the 6/5 thing yeah thats not good, I'm guessing a monster dropped it? do you remember where? If not I'm sure I can find it. I don't remember where, but I think it happens if you spawn a treasure after the start of the dungeon, so that's where I'd be looking. -The face of time puzzle was suppose...