Search found 5 matches
- Sat Sep 14, 2024 11:58 pm
- Forum: Mod Creation
- Topic: Looking for spells, movement ideas, general modding help.
- Replies: 3
- Views: 415
Re: Looking for spells, movement ideas, general modding help.
Seriously what am I doing wrong for spells though.... init.lua -- This file has been generated by Dungeon Editor 2.2.4 -- new data component for hooks (????????????????????????????????????????????????????????????) userData = { class = "Script", name = "data", source = [[ data = {...
- Sat Sep 14, 2024 5:43 pm
- Forum: Mod Creation
- Topic: Looking for spells, movement ideas, general modding help.
- Replies: 3
- Views: 415
Re: Looking for spells, movement ideas, general modding help.
I started realizing teleporters and pressure plates could be a problem, and other ways to manage the movement. I found some tidbits that could help like: for i in allEntities(level) do if i.getTeleportTarget ~= nil then if type(i.getTeleportTarget) == "function" then return true end end re...
- Sat Sep 14, 2024 2:00 pm
- Forum: Mod Creation
- Topic: Looking for spells, movement ideas, general modding help.
- Replies: 3
- Views: 415
Re: Looking for spells, movement ideas, general modding help.
After messing around a bunch, I think the movement would make the most sense if a monster with no model gets spawned in the most possible "flee from party" brain that it can muster, with animation speed high and cooldown speed low: function spawnUnturningFleeingMonster() spawn("air_el...
- Wed Sep 11, 2024 4:20 am
- Forum: Mod Creation
- Topic: Looking for spells, movement ideas, general modding help.
- Replies: 3
- Views: 415
Looking for spells, movement ideas, general modding help.
I actually got some of the logic stuff working finally for traps to the point that I'm comfortable with it, but now I'm into spells and movement stuff and hitting roadblocks... I'm a bit surprised these two things are so complicated to mod around because it's like 60% of the game. Ok the movement on...
- Sun Sep 08, 2024 2:36 am
- Forum: Modding
- Topic: Trying and failing at 2 scripts, not sure why it's being difficult.
- Replies: 0
- Views: 407
Trying and failing at 2 scripts, not sure why it's being difficult.
The second script isn't even needed but it bothers me that I can't do it because it makes a fun effect and I was just attempting to integrate timers with the lua alteration I've figured out. So for the first script, I just wanted a receptor to activate a timer, the timer is connected to spike traps....