Search found 18 matches

by Huff
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...
by Huff
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?
by Huff
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...
by Huff
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!
by Huff
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 ...
by Huff
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()...
by Huff
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.
by Huff
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?
by Huff
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...
by Huff
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 :P

https://docs.google.com/spreadsheet/ccc ... zhJT2VvUWc