Search found 72 matches
- Tue Feb 05, 2019 9:36 am
- Forum: Modding
- Topic: Scripting Experts: Is This Possible?
- Replies: 7
- Views: 10872
Scripting Experts: Is This Possible?
Basically I want to recharge a spent item, I know I can do a destroy and spawn in an alcove, but is there a way to do this and/or recharge it while the players has it in their hands? Say a fighter has the Fire Blade and it's empty, can I have a spell that will swap it for a charged one or recharge i...
- Mon Feb 04, 2019 10:00 pm
- Forum: Modding
- Topic: New Spells >> show them off here
- Replies: 207
- Views: 255960
Re: New Spells >> show them off here
Fan of Knives Credits go to JohnWordsworth who had a problem with this one :P spellcraft level and/or mana cost need to be adjusted defineSpell{ name = "knives", uiName = "Fan of Knives", skill = "spellcraft", level = 1, runes = "AC", manaCost = 5, onCast = f...
- Mon Feb 04, 2019 7:03 am
- Forum: Modding
- Topic: [MOD] The Return of the Dark Lord
- Replies: 58
- Views: 83711
Re: [MOD] The Return of the Dark Lord
The button that turns off the teleporter on level 1 doesn't work. Not wasting anymore time on this one. Should have heeded the warning of one of the early posters but, oh well, you live and learn. It's not connected to the teleporter now, that was in the "beta" configuration. It's connect...
- Sat Feb 02, 2019 11:17 pm
- Forum: Modding
- Topic: [MOD] Imperial Tomb
- Replies: 6
- Views: 12198
Re: [MOD] Imperial Tomb
Downloading it and will check it out, I still prefer LOG1, the spell system is better IMO, sure LOG2 has fancier graphics but LOG1 still has it's appeal, thanks.
- Tue Jan 15, 2019 3:55 am
- Forum: Mod Creation
- Topic: Blender 2.71 - Importer / Exporter (1.4.4)
- Replies: 101
- Views: 155786
Re: Blender 2.71 - Importer / Exporter (1.4.4)
Thanks guys, I installed Blender 2.72 and voila it works fine now.
- Tue Jan 15, 2019 2:08 am
- Forum: Mod Creation
- Topic: Blender 2.71 - Importer / Exporter (1.4.4)
- Replies: 101
- Views: 155786
Re: Blender 2.71 - Importer / Exporter (1.4.4)
I have Blender 2.78 and installed the Exporter 1.4.4, it "seems" to import and export LOG1 models fine, however for example if I import a bookcase model and even export it again without touching it, it's not visible in the game anymore, it's orientation seems all screwed up as well. Do I h...
- Tue Jan 15, 2019 2:00 am
- Forum: Modding
- Topic: Firearms- Guns
- Replies: 11
- Views: 16611
Re: Firearms- Guns
For my latest trick or fools errand I created what I call a Pulse gun which shoots pulses of electrified plasma, it will bring down any monster not resistant to shock. How or why you would find it in LOG even I can't answer it was just something I did while bored the other day. And a good learning e...
- Tue Jan 15, 2019 1:56 am
- Forum: Modding
- Topic: Daedulus Of Damned Souls Question
- Replies: 3
- Views: 6438
Re: Daedulus Of Damned Souls Question
Never heard of this game, where does one get it from?
- Mon Jan 14, 2019 12:59 am
- Forum: Modding
- Topic: [MOD] LABYRINTH OF LIES - v3.6 Release
- Replies: 470
- Views: 500250
Re: [MOD] LABYRINTH OF LIES - v3.6 Release
If you watch the authors videos, he is very very good at fighting, he can move his players around with ease during a fight, reminds me of this kid we knew years ago, he would complain that video games were not hard enough. We thought yeah right until one day at our house my son was playing Speedball...
- Tue Jan 08, 2019 3:37 am
- Forum: Modding
- Topic: Firearms- Guns
- Replies: 11
- Views: 16611
Re: Firearms- Guns
A little challenge if anyone is up to it. I've been reasoning here at my desk as to how one could best create firearms for Grimrock. (I'm at work, so I can't test these theories until later tonight)... I'm creating a dungeon in a more "modern" setting and was trying to reason how firearms...