On the off chance it is unknown, here is Jkos' (better) scripting index:
https://github.com/JKos/log2doc/wiki
https://github.com/JKos/log2doc/wiki/Ob ... s#gamemode
Search found 3167 matches
- Mon May 20, 2024 10:10 am
- Forum: Grimrock 2 Discussion
- Topic: Grimrock 2 : Editing Party Statistics in Save Game
- Replies: 3
- Views: 45
- Mon May 13, 2024 3:41 am
- Forum: Mod Creation
- Topic: Modding on a Mac
- Replies: 1
- Views: 72
Re: Modding on a Mac
Image link is broken; permissions issue.
There is also a Discord channel for Grimrock modding: https://discord.gg/ArgAgNN
- Sun May 05, 2024 8:11 pm
- Forum: Grimrock 2 Discussion
- Topic: Official Portrait Background for Grimrock 2
- Replies: 2
- Views: 129
Re: Official Portrait Background for Grimrock 2
This one is official: https://web.archive.org/web/20190913200 ... ground.tga
This one I constructed in Photoshop: https://dl.dropboxusercontent.com/s/alu ... ground.png
This one I constructed in Photoshop: https://dl.dropboxusercontent.com/s/alu ... ground.png
- Sat May 04, 2024 4:57 am
- Forum: Modding
- Topic: MASTER QUEST HELP: puzzles, clues, SECRETS, WALKTHROUGH
- Replies: 541
- Views: 691156
Re: MASTER QUEST HELP: puzzles, clues, SECRETS, WALKTHROUGH
Komag is still active here as far as I know. His last login was Mar 10, 2024.
- Wed Mar 13, 2024 4:22 am
- Forum: Mod Creation
- Topic: Creating Questgivers
- Replies: 6
- Views: 723
Re: Creating Questgivers
When I change a variable in a script, how do I keep it the same throughout the dungeon level? In other words, is it a global variable? No. You must access the variable through the script. Variables that are declared in a script —but outside of a function, are accessible from within that script by t...
- Tue Mar 12, 2024 12:09 am
- Forum: Mod Creation
- Topic: Creating Questgivers
- Replies: 6
- Views: 723
Re: Creating Questgivers
There are those here and on Discord who will gladly instruct on the finer points of scripting (or even create them for you).
(I don't have the Discord link offhand, but I will post it later if none post it before me.)
Edit: https://discord.gg/ArgAgNN
(I don't have the Discord link offhand, but I will post it later if none post it before me.)
Edit: https://discord.gg/ArgAgNN
- Tue Mar 12, 2024 12:01 am
- Forum: Mod Creation
- Topic: Creating Questgivers
- Replies: 6
- Views: 723
Re: Creating Questgivers
It's certainly possible to make them, but it's not an included [turn key] feature of the game. You will have to write a custom script for this; as simple or complex as you wish, depending upon how involved you want the interactivity to be. You would need a table of quest stages to hold the player's ...
- Mon Mar 04, 2024 3:00 am
- Forum: Modding
- Topic: Is there a crystal script?
- Replies: 4
- Views: 517
Re: I there a crystal script?
The crystal's reviving the dead is effectively (if not actually) just the party heal command.
Code: Select all
Party:heal()
- Mon Mar 04, 2024 12:00 am
- Forum: Modding
- Topic: Is there a crystal script?
- Replies: 4
- Views: 517
Re: I there a crystal script?
What —specifically— do you mean by 'Crystal Use'? Crystals heal the party, revive the dead, and auto-save the game, as well as deactivate (and reactivate) the crystal on a delay; also animate it and brighten and fade its luminance. Are you visually faking a use of the crystal? IIRC the crystal's beh...
- Fri Jan 19, 2024 12:03 pm
- Forum: Modding
- Topic: [MOD] Eye of the Beholder 2 - The Legend of Darkmoon - Complete
- Replies: 10
- Views: 2642
Re: [MOD] Eye of the Beholder 2 - The Legend of Darkmoon - Complete
This is great news.
How did you manage it; retexture, resampled normal maps, simplified mesh models?...cleaned out redundant files?
(For the ORRR2 mod, we did all of the above.)
*Is the Nexus version updated to the new reduced Dat file?
How did you manage it; retexture, resampled normal maps, simplified mesh models?...cleaned out redundant files?
(For the ORRR2 mod, we did all of the above.)
*Is the Nexus version updated to the new reduced Dat file?