Maybe this helps:
There is an explanation for the getWorldPosition values, which are the same, you use with setWorldPosition
https://github.com/JKos/log2doc/wiki/Ob ... gameobject
Xardas wrote:Code: Select all
function setexp() for i = 1, "highest monsternumber" do --put index here local monster = findEntity("monster_"..i) if monster then monster. monster:setExp(0) end end end delayedCall(self.go.id, 0.1, "setexp") --calls the function at the start of the game
You do realize with this design decision alone you're alienating a good 50% of the already-low number of potential players, right?Pompidom wrote:Next question, I would like to enforce Ironman mode with the one and only healing crystal in the town to save your game there.
Creating a risk vs reward mechanic venturing out to other maps.
Also creating a more hardcore experience where save scumming is completely disabled.
Is there any way to enforce ironman mode?
This is great, thanks! I didn't think of looking at the "get" section! <3Xardas wrote: Maybe this helps:
There is an explanation for the getWorldPosition values, which are the same, you use with setWorldPosition
https://github.com/JKos/log2doc/wiki/Ob ... gameobject
No.Pompidom wrote:Is there any way to enforce ironman mode?
Code: Select all
function checkReceptor(walltrigger, projectile)
if projectile.go.name == "fireball_small" or projectile.go.name == "fireball_medium" or projectile.go.name == "fireball_large" then
receptor_door_1.controller:toggle()
end
end
projectile is an entity, not a component.Curunir wrote:Any idea how I can make that work?
Code: Select all
function checkReceptor(walltrigger, projectile)
if projectile.name == "fireball_small" or projectile.name == "fireball_medium" or projectile.name == "fireball_large" then
receptor_door_1.controller:toggle()
end
end