Search found 5 matches
- Tue May 09, 2017 11:08 am
- Forum: Mod Creation
- Topic: Engine Limits and stuff
- Replies: 1
- Views: 3955
Engine Limits and stuff
Hi. I'm new to modding Grimrock 2 (but not new to programming) so pardon me if my questions have already been answered elsewhere (in my defense, I did search the forum first). The question is: what is NOT possible to change in-game? 1. BaseStats (Strength, Dexterity, Vitality and Willpower). Is it p...
- Mon May 01, 2017 7:15 pm
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3955
- Views: 3194638
Re: Ask a simple question, get a simple answer
Is it possible to change, or at least rename BaseStats and their descriptions? For example, rename Strength into Constitution, or remove resistance bonus from stats, or change their description, or add brand new stat to the game (so characters will have 5 or more stats)?
- Mon May 01, 2017 7:11 am
- Forum: Mod Creation
- Topic: Modding and Asset Usage Terms
- Replies: 0
- Views: 6421
Modding and Asset Usage Terms
AH stated:
My question is: does KickStarter counts as 'voluntary donations in moderation'?You cannot charge money for your mod. Using voluntary donations or advertisements in moderation are acceptable on the websites used for distributing the mod but not within the mod itself.
- Mon Feb 06, 2017 12:51 pm
- Forum: Mod Creation
- Topic: Shield spell, Conditions and Hard-coding
- Replies: 1
- Views: 3532
Shield spell, Conditions and Hard-coding
Hello. Please note that I'm very new to this forum and Grimrock Modding in general, so forgive me if I ask something that has already been answered. So. Is it possible to make custom spell, that gives caster +n protection for some duration? In other words, exactly like original Shield spell, except ...
- Wed Feb 01, 2017 4:24 pm
- Forum: Mod Creation
- Topic: a nil value - error
- Replies: 2
- Views: 8125
a nil value - error
So I'm getting this error. In order to pinpoint it, I've done the following: 1) Made a brand new dungeon project (File->New) 2) Opened "items.lua" 3) Copy-pasted code from official site into "items.lua" cloneObject{ name = "super_machete", baseObject = "machete&quo...