Search found 22 matches
- Sat Oct 06, 2012 2:39 pm
- Forum: Modding
- Topic: New Spells >> show them off here
- Replies: 207
- Views: 267885
Re: New Spells >> show them off here
I created a replacement for the light spell. It creates a stationary light object in the player square which lasts for 30 seconds, if the spell is recast it deletes the existing object and creates a new one. Makes the light spell useful but not a permanent solution. Mage Light defineSpell{ name = &q...
- Thu Oct 04, 2012 3:05 am
- Forum: Modding
- Topic: Make a light spell last shorter time?
- Replies: 5
- Views: 4770
Re: Make a light spell last shorter time?
I've successfully redefined the light spell to do nothing, but I'm wondering how the existing light spell works. I can't find it in any of the scripts so I assume it's hardcoded.
What I want to do is make it so casting light creates a burst of light that lasts about 30 seconds.
What I want to do is make it so casting light creates a burst of light that lasts about 30 seconds.
- Thu Oct 04, 2012 2:51 am
- Forum: Modding
- Topic: Fire Skeleton
- Replies: 29
- Views: 23695
Re: Fire Skeleton
ok, so I cut and pasted the particle system into particles lua... why exactly am i getting' "Warning: no such particle system:blah blah blah" Edit 1: nvm, i'm a retard and just didnt look with my eyes. Edit 2: gah still getting the error Edit 3:I got him to throw fireballs. and now i only...
- Tue Oct 02, 2012 1:01 am
- Forum: Modding
- Topic: Wall mounted light source
- Replies: 2
- Views: 3046
Wall mounted light source
after seeing the lantern from this thread: http://www.grimrock.net/forum/viewtopic.php?f=14&t=3411&start=30#p34906 I thought it would be great to use as a light source for one of my levels. lightSource objects can only be placed on the floor, so I had to use two objects, one for the lantern ...
- Mon Oct 01, 2012 9:44 pm
- Forum: Modding
- Topic: Lightsource Origin/Particle Anchoring questions
- Replies: 9
- Views: 8945
Re: Lightsource Origin/Particle Anchoring questions
Perhaps the origin point is different for objects and particles then because particle effects are clearly centered vertically in the square. defineParticleSystem{ name = "poison_cloud", emitters = { -- blast { spawnBurst = true, maxParticles = 15, boxMin = {-0.5, -0.4,-0.5}, boxMax = { 0.5...
- Mon Oct 01, 2012 9:57 am
- Forum: Modding
- Topic: Lightsource Origin/Particle Anchoring questions
- Replies: 9
- Views: 8945
Re: Lightsource Origin/Particle Anchoring questions
Actually I think that 0,0,0 is the very center of the cube horizontally and vertically. When working with particle effects to create a low mist near the floor I had to set the minimum and maximum Y values to negative numbers. The temple ceiling lamps are recessed into the ceiling hence their Y value...
- Sun Sep 30, 2012 10:12 pm
- Forum: Modding
- Topic: a spell launched by the dungeon?
- Replies: 3
- Views: 4011
Re: a spell launched by the dungeon?
I created a script in my dungeon that randomly blows out all the party's active torches.
it checks for equipped torches and then replaces them with an extinguished torch item. It's attached to a timer and and has a chance to trigger on each interval so it can't be easily predicted by the players.
it checks for equipped torches and then replaces them with an extinguished torch item. It's attached to a timer and and has a chance to trigger on each interval so it can't be easily predicted by the players.
- Sat Sep 29, 2012 5:15 am
- Forum: Modding
- Topic: Fire Skeleton
- Replies: 29
- Views: 23695
Re: Fire Skeleton
Just checking, but when the monster moves, does it leave behind a red sphere in it's original square, or is it just me getting that? It did, but I deleted the glow portion from the particle effect I copied over from the torch. I also had to add a light effect to the new herder. cloneObject{ name = ...
- Sat Sep 29, 2012 2:01 am
- Forum: Modding
- Topic: Fire Skeleton
- Replies: 29
- Views: 23695
Re: Fire Skeleton
:0 Ooh-hoo-hoo Care to send me those modified torch particles? owo sure. defineParticleSystem{ name = "herder_small_fire", emitters = { -- smoke { emissionRate = 5, emissionTime = 0, maxParticles = 100, boxMin = {-0.03, 0.1, -0.03}, boxMax = { 0.5, 0.5, 0.03}, sprayAngle = {0,30}, velocit...
- Sat Sep 29, 2012 1:09 am
- Forum: Modding
- Topic: Fire Skeleton
- Replies: 29
- Views: 23695
Re: Fire Skeleton
I was able to create a new texture and modify the torch particles to make a fire herder.
He even throws fireballs instead of poison.
He even throws fireballs instead of poison.