Search found 18 matches
- Thu Sep 13, 2018 1:56 am
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3955
- Views: 3197090
Re: Ask a simple question, get a simple answer
Setting the monster's position is a great way to interrupt them, but the "damaged" action state is different as it locks the monster in place for the duration of their getHit animation. I think there may be a way to pull it off using a custom MonsterAction component. Firearm attacks actual...
- Sun Sep 09, 2018 5:48 pm
- Forum: Mod Creation
- Topic: Testers wanted: Avenie's Awful Adventure
- Replies: 51
- Views: 89003
Re: Testers wanted: Avenie's Awful Adventure
Minmay, you still sending invites out for this?
- Sun Sep 09, 2018 5:31 pm
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3955
- Views: 3197090
Re: Ask a simple question, get a simple answer
I'm attempting to replicate the attack functionality for hitting monsters in the onHitMonster hook for weapons. My goal is to be able to use custom damage formulas that change protection to a percentage based 0 to 100% instead of flat addition and subtraction. Here's what I've got so far: function h...
- Thu Aug 23, 2018 12:40 am
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3955
- Views: 3197090
Re: Ask a simple question, get a simple answer
Great work minmay, thank you!
- Wed Aug 22, 2018 2:06 am
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3955
- Views: 3197090
Re: Ask a simple question, get a simple answer
Is there a way to interrupt a monster's action or immediately set it to idle? I'm trying to make it so that when the monster:knockback() method from weapons like the Maul will always trigger a knockback, regardless of the monster's current action. The current implementation only allows you to knock ...
- Mon Jun 04, 2018 10:47 pm
- Forum: Mod Creation
- Topic: LoG2 bug list
- Replies: 24
- Views: 34920
Re: LoG2 bug list
Got a few I would like to add: -Charging monsters will skip past open trapdoors unless their elevation reaches the trigger for the level underneath as they're falling. Otherwise, they appear to 'snap' back onto the level. I wrote a script to make the charging monster stop completely when isFalling()...
- Sat Oct 06, 2012 8:28 pm
- Forum: Modding
- Topic: MOD Trials of Turnulsk WIP Cancelled (Source files released)
- Replies: 15
- Views: 11500
Re: MOD Trials of Turnulsk WIP Cancelled (Source files relea
Played around in the levels a bit. I felt bad for killing the alchemist's pet tentacle monster D:
Some interesting features you added, especially liked the statues holding onto weapons.
Some interesting features you added, especially liked the statues holding onto weapons.
- Sat Oct 06, 2012 6:10 pm
- Forum: Modding
- Topic: what is wrong with this script?
- Replies: 9
- Views: 7494
Re: what is wrong with this script?
Looks okay to me. What error are you getting?
- Tue Oct 02, 2012 12:42 am
- Forum: Modding
- Topic: [Bug?] Shields do not take protection
- Replies: 1
- Views: 2542
[Bug?] Shields do not take protection
Was playing with the idea of protection stats on shields. Apparently the game does not like that and simply ignores it. cloneObject { name = "buckler", uiName = "Bucker", baseObject = "round_shield", protection = 2, evasion = 8, strength = 1, } http://i971.photobucket.c...
- Sat Sep 29, 2012 8:57 pm
- Forum: Modding
- Topic: Grimrock stats spreadsheet
- Replies: 35
- Views: 49192
Re: Grimrock stats spreadsheet
In case you guys don't have enough XP charts, have another one!
I added "Required XP" to next level, up to level 60. I don't have MS Excel so I did the math manually
https://docs.google.com/spreadsheet/ccc ... zhJT2VvUWc
I added "Required XP" to next level, up to level 60. I don't have MS Excel so I did the math manually
https://docs.google.com/spreadsheet/ccc ... zhJT2VvUWc