Search found 5 matches

by ShadowTigerZC
Thu Sep 27, 2012 9:55 pm
Forum: Modding
Topic: Water guage
Replies: 14
Views: 17087

Re: Water guage

I actually wonder if potions such as cure poison or healing potions would count as sources of water if there was a water meter, in the same line of thought as whether or not watermelon counts as water and food at the same time.
by ShadowTigerZC
Sun Sep 16, 2012 12:36 am
Forum: Modding
Topic: stationary monsters
Replies: 15
Views: 17049

Re: stationary monsters

Well by george, I don't see one here. Alcove Alcove:addItem(item) Adds an item to the alcove. For example Alcove:addItem(spawn(“dagger”)). Alcove:containedItems() Returns an iterator for items contained in the alcove. Alcove:getItemCount() Returns the number of items in the alcove. Alcove:setActivat...
by ShadowTigerZC
Sun Sep 16, 2012 12:28 am
Forum: Modding
Topic: stationary monsters
Replies: 15
Views: 17049

Re: stationary monsters

But now my new problem is that I don't know how to remove an item from an alcove Unless I'm completely misunderstanding the question, I'm seeing a "Remove" button directly to the right of the item in the alcove in the editor, outside of any scripting environment. ... ... ... yeah I'm prob...
by ShadowTigerZC
Sun Sep 16, 2012 12:06 am
Forum: Modding
Topic: How to change the console activation key
Replies: 36
Views: 54648

Re: How to change the console activation key

The codes on the post in the first post appear to be in Hex. Neat. You can use this converter to turn 0x 43 into 67 for example and put that at the end of consolekey = and it may work. Because 0x27 corresponds to 39, which I see mapped to the appropriate key. Okay then. So I think, put in 192 for th...
by ShadowTigerZC
Thu Sep 13, 2012 12:54 am
Forum: Modding
Topic: Fatal Error on Startup
Replies: 13
Views: 28962

Re: Fatal Error on Startup

I too have received the infamous fatal crash error on startup, with the proposed work-around not functioning, sadly. I have attempted a 16x9 and a 4:3 resolution. Neither function. The first two lines of the grimrock.cfg file are currently as such: resolution = "600 X 480" displayMode = 2 ...