Search found 43 matches
- Sun Mar 31, 2013 8:02 pm
- Forum: Modding
- Topic: Spawner and leveled monsters
- Replies: 9
- Views: 7892
Spawner and leveled monsters
Basically I had a request come in for my mod to make leveled creatures. I have basically figured out how to do it. It looks something like this. function LevelMonsters() if party:getChampion(1)::getLevel() > 10 Spawner:setSpawnedEntity(name) end if party:getChampion(1)::getLevel() > 20 end end [code...
- Tue Feb 19, 2013 10:49 pm
- Forum: Modding
- Topic: Dungeon Master The Lord of Chaos
- Replies: 129
- Views: 164108
Re: Dungeon Master The Lord of Chaos
Gems are for recharging magic staffs. Keep an eye out for recipes. There is a secret button at x6 y 20 for the door in the sw area. There is a secret button to get at x16 y0 first then the one at x14y14. LG This is regarding level 6. If y is starting from either the top or the bottom, there is no s...
- Sun Jan 27, 2013 9:53 am
- Forum: Modding
- Topic: Dungeon Master The Lord of Chaos
- Replies: 129
- Views: 164108
Re: Dungeon Master The Lord of Chaos
Okay, I am stuck on level 6 I have 2 rubies and 3 doors I can't open. There is the one at the bottom and the 2 in the middle. I have not found any secret buttons, just 2 rubies and I am not sure what to do with them. Do they go in the Niches on level 4?
- Mon Jan 21, 2013 10:37 pm
- Forum: Modding
- Topic: New Mod: Fate of the Fallen
- Replies: 23
- Views: 31322
Re: New Mod: Fate of the Fallen
SpoilerShow
The room with the loads of skeletons is a challenge room. It is not essential to beat the game or to get to East Winds 2.If you are going to try it, I would recommend using the fireball lever to kill most of them.
- Wed Jan 16, 2013 9:48 pm
- Forum: Modding
- Topic: Dungeon Master The Lord of Chaos
- Replies: 129
- Views: 164108
Re: Dungeon Master The Lord of Chaos
Honestly I am curious how you managed to make a 70 level dungeon. I made a 16 level one and it took 3 months to finish bug testing it and get everything working. And I even had outside help with that part. If your dungeon is really 70 levels of real meaningful content similar in quality to that of t...
- Sun Jan 13, 2013 10:50 pm
- Forum: Modding
- Topic: New Mod: Fate of the Fallen
- Replies: 23
- Views: 31322
Re: New Mod: Fate of the Fallen
Okay first I want to apologize to everyone. I uploaded Fate of the Fallen 2 by accident. Again I apologize for the mistake on my part. The correct dungeon is now available on Grimrock Nexus.
- Sun Jan 13, 2013 1:39 am
- Forum: Modding
- Topic: New Mod: Fate of the Fallen
- Replies: 23
- Views: 31322
Re: New Mod: Fate of the Fallen
zadkielmodeler, First off thanks for making this mod! I've played many mods and am learning to appreciate the time it takes to make a quality mod. Anyway, giving it a go and right away it reminds me a bit of Chaos Strikes Back, just from the disorienting feel and repeated stairwells. Good ambience!...
- Sun Jan 13, 2013 1:27 am
- Forum: Modding
- Topic: New Mod: Fate of the Fallen
- Replies: 23
- Views: 31322
Re: New Mod: Fate of the Fallen
I am sorry for the earlier mistake. I uploaded Fate of the Fallen 2 by mistake. You can now download the correct one from the link provided in my original post.Drakkan wrote:where can i get first part ? or I need to convert my original grimmrock late-level-party ?
- Sun Jan 13, 2013 1:23 am
- Forum: Modding
- Topic: New Mod: Fate of the Fallen
- Replies: 23
- Views: 31322
Re: New Mod: Fate of the Fallen
About the meditation room on East Winds 1. I have found that when I use a script to either create or destroy a number items on the level it runs the risk of crashing the game. The more items the higher the risk. I try to keep the numbers down on purpose, but sometimes it will still crash the game an...
- Fri Jan 11, 2013 10:52 pm
- Forum: Modding
- Topic: FINISHED DUNGEONS: links to completed dungeon mods
- Replies: 31
- Views: 227442