Ask for help about creating mods and scripts for Grimrock 2 or share your tips, scripts, tools and assets with other modders here. Warning: forum contains spoilers!
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Skuggasveinn
- Posts: 561
- Joined: Wed Sep 26, 2012 5:28 pm
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by Skuggasveinn » Sun Nov 29, 2015 4:51 pm
AndakRainor wrote:TimerComponent:getTimerInterval(number)
What is the number parameter there ?
its the number for the interval that you give to your timers.
The fact that the scripting reference says (number) is just to tell you that this get command will return a number, and not a string or a boolean etc.
Skuggasveinn.
Link to all my LoG 2 assets on Nexus.
Link to all my LoG 1 assets on Nexus.
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minmay
- Posts: 2697
- Joined: Mon Sep 23, 2013 2:24 am
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by minmay » Sun Nov 29, 2015 7:04 pm
AndakRainor wrote:TimerComponent:getTimerInterval(number)
What is the number parameter there ?
It's a mistake in the function. It should have no arguments, but instead it requires a number argument which is ignored. Any number works, it will always ignore the passed number and return the timer interval.
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AndakRainor
- Posts: 673
- Joined: Thu Nov 20, 2014 5:18 pm
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by AndakRainor » Sun Dec 06, 2015 6:07 pm
The "castle tiles" have a weird behavior, as castle walls height don't match the elevations of my map. I opened Isle of Nex to see if I missed something but so far I did not find anything that forces castle walls to align correctly with elevation... Any hint ?
solved : module height must be set to 4 for this tile set!
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zeltak
- Posts: 119
- Joined: Fri May 04, 2012 2:33 am
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by zeltak » Thu Dec 10, 2015 7:41 pm
Any way to change equipmentItem's expRate tooltip? It always says 25% no matter what the actual value is.
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minmay
- Posts: 2697
- Joined: Mon Sep 23, 2013 2:24 am
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by minmay » Thu Dec 10, 2015 9:33 pm
zeltak wrote:Any way to change equipmentItem's expRate tooltip? It always says 25% no matter what the actual value is.
Not possible, but you can report this as a bug and hope it gets fixed in the next version.
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zeltak
- Posts: 119
- Joined: Fri May 04, 2012 2:33 am
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by zeltak » Thu Dec 10, 2015 11:46 pm
Thanks. I've reported it.
Onto a next question: how do I set wound conditions to a champion's item slots? For example: Champion:setCondition("RightHandWound") marks the champion's icon as wounded and says so in it's tooltip, but doesn't do anything to the actual item slot.
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THOM
- Posts: 1181
- Joined: Wed Nov 20, 2013 11:35 pm
- Location: Germany - Cologne
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Contact:
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by THOM » Fri Dec 11, 2015 1:00 am
what do you expect it should do to the item slot?
THOM formaly known as tschrage
_______________________________________________
My MOD (LoG1): Castle Ringfort Thread
My MOD (LoG2): Journey To Justice Thread | Download
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zeltak
- Posts: 119
- Joined: Fri May 04, 2012 2:33 am
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by zeltak » Fri Dec 11, 2015 1:15 am
THOM wrote:what do you expect it should do to the item slot?
The normal thing the wound does, prevents the hand use when on hands, or health regen on chest etc.
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Isaac
- Posts: 2996
- Joined: Fri Mar 02, 2012 10:02 pm
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by Isaac » Fri Dec 11, 2015 1:49 am
champion:setCondition("right_hand_wound")
champion:removeCondition("right_hand_wound")
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zeltak
- Posts: 119
- Joined: Fri May 04, 2012 2:33 am
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by zeltak » Fri Dec 11, 2015 2:59 am
Thank you! I looked up conditions from Prozail's old post and didn't even consider different condition names.