Search found 11 matches
- Sun Apr 30, 2017 6:28 pm
- Forum: Mod Creation
- Topic: Question about GrimTK
- Replies: 5
- Views: 8315
Re: Question about GrimTK
Place an inactive teleporter on the tile the dialogue is triggered, and activate it with the button/event that ends the dialogue. Or just set the parties position to where you want them to teleport to with the dialogue ending button/event and play the teleportation screen effect. I tried to make th...
- Sun Apr 30, 2017 1:35 am
- Forum: Mod Creation
- Topic: Question about GrimTK
- Replies: 5
- Views: 8315
Re: Question about GrimTK
Place an inactive teleporter on the tile the dialogue is triggered, and activate it with the button/event that ends the dialogue. Or just set the parties position to where you want them to teleport to with the dialogue ending button/event and play the teleportation screen effect. I tried to make th...
- Sat Apr 29, 2017 10:55 pm
- Forum: Mod Creation
- Topic: Question about GrimTK
- Replies: 5
- Views: 8315
Question about GrimTK
I've been wanting to, after a dialogue is done with a certain character, for that character to teleport away. I've been trying to script it, but no luck as I am not that good at scripting and knowing what I need to activate a teleporter after dialogue is done.
- Sat Apr 29, 2017 9:37 pm
- Forum: Mod Creation
- Topic: [ASSETS] Zimber's Assets v1.10 [vampire/archer + Goodbye]
- Replies: 100
- Views: 158660
Re: [ASSETS] Zimber's Assets v1.9 [Flute!]
Hm, yeah, that might have been it.zimberzimber wrote:Have you placed the 'zimscripts' object on the map?
(I might have forgotten to tell the users you have to place that object)
- Sat Apr 29, 2017 5:06 am
- Forum: Mod Creation
- Topic: [ASSETS] Zimber's Assets v1.10 [vampire/archer + Goodbye]
- Replies: 100
- Views: 158660
Re: [ASSETS] Zimber's Assets v1.9 [Flute!]
So, I have abit of a bug with these assets that might just be conflicting with GrimTK, or just not working properly. It's this error below when I get when I preview. mod_assets/zim_assets/zim_party.lua:14: attempt to index global 'zim_functions' (a nil value) stack traceback: mod_assets/zim_assets/z...
- Thu Apr 27, 2017 10:25 pm
- Forum: Mod Creation
- Topic: Under Dungeon Tile Set - Reaching Compleation
- Replies: 42
- Views: 63088
Re: Under Dungeon Tile Set - Reaching Compleation
So, the pack is indeed complete?
- Sat Nov 26, 2016 9:23 am
- Forum: Mod Creation
- Topic: [SCRIPT] Automatic Elevator with Working LEDs
- Replies: 14
- Views: 20267
Re: [SCRIPT] Automatic Elevator with Working LEDs
Hey, your link for the script is apparently no longer working, could you fix that?
- Fri Oct 14, 2016 6:03 pm
- Forum: Mod Creation
- Topic: [WIP] GrimTK GUI Framework
- Replies: 146
- Views: 220335
Re: [WIP] GrimTK GUI Framework
I may be wrong, but I assume the reason behind the crashes is in the following segment (inside showDialogue) - id = "show_wares", speakerName = storeKeeperName, speakerMessage = "I require an item if you wish to pass, I need a new shield, named the Vanguard. Get it for me and you can...
- Thu Oct 13, 2016 9:04 pm
- Forum: Mod Creation
- Topic: [WIP] GrimTK GUI Framework
- Replies: 146
- Views: 220335
Re: [WIP] GrimTK GUI Framework
Hey, I fixed it! Then it broke, again. my code being embedded, not external. items = { name="lightning_blade", uiName="Here is the Vanguard.", cost=1 }, function ()countInventoryItem(name) if name == nil then return 0 end local count = 0 for idx=1,4 do local champion = party.part...
- Tue Oct 11, 2016 4:43 am
- Forum: Mod Creation
- Topic: [ASSETS] Zimber's Assets v1.10 [vampire/archer + Goodbye]
- Replies: 100
- Views: 158660
Re: [ASSETS] I made an asset pack [UPDATE v1.4a]
This is probably one of the nicest addon packs I have seen so far, good job on this!