Search found 13 matches
- Tue Oct 30, 2012 5:35 am
- Forum: Modding
- Topic: Natural light (Red/yellow) ceiling lamps/kill light spell
- Replies: 6
- Views: 5739
Re: Natural light (Red) ceiling lamps instead of magical(blu
That is awesome, I got it completely figured out. cloned it, called it corrupt_ceiling_lamp, and changed the colors in it. In the process instead of killing the particle system I renamed it to "fireball" to check it out.Now I've got floating flameballs in the ceiling giving off natural li...
- Mon Oct 29, 2012 5:44 pm
- Forum: Modding
- Topic: Natural light (Red/yellow) ceiling lamps/kill light spell
- Replies: 6
- Views: 5739
Re: Natural light (Red) ceiling lamps instead of magical(blu
I am actually doing this currently with my dungeon. I am not at home at the moment so forgive any inaccuracies or lack of depth. If you look at the asset pack you will find the temple ceiling lamp and its corresponding particle. The lamp itself has a place to make RGB adjustments on a scale of 0 to ...
- Thu Oct 18, 2012 12:53 am
- Forum: Modding
- Topic: Snail Race!
- Replies: 3
- Views: 3250
Re: Snail Race!
Ok, it was successful. Thanks again.
- Wed Oct 17, 2012 5:00 am
- Forum: Modding
- Topic: Awesome Dungeon
- Replies: 112
- Views: 82737
Re: Awesome Dungeon
I feel your pain fellow rogue! My mod will not tread on you.Merethif wrote:Yet another rogue non-friendly modLordGarth wrote:immunities = { "fire", "cold", "poison", “backstab”, “assassination },
- Tue Oct 16, 2012 4:04 pm
- Forum: Modding
- Topic: Snail Race!
- Replies: 3
- Views: 3250
Re: Snail Race!
That's wonderful news, I appreciate the assistance and provided script very much. I will put that to good use.
I'll post back once I have worked this in.
I'll post back once I have worked this in.
- Tue Oct 16, 2012 6:06 am
- Forum: Modding
- Topic: Summon spell, specify location syntax?
- Replies: 7
- Views: 7071
Re: Summon spell, specify location syntax?
I tried this with on use for an item without the (direction +2)%4. I did swap caster.level for party.level and it just kept crashing the editor. Any thoughts?Decayer wrote:Whoops, it should be:
spawn("snail", party.level, x + dx, y + dy, (direction + 2) % 4)
- Tue Oct 16, 2012 6:02 am
- Forum: Modding
- Topic: Snail Race!
- Replies: 3
- Views: 3250
Snail Race!
Is it possible to restrict monster movement to a linear path without the use of blockers and walls? I was thinking making a snail race to gamble on.
- Tue Oct 16, 2012 5:38 am
- Forum: Modding
- Topic: Hallucinating Ogres
- Replies: 4
- Views: 3650
Re: Hallucinating Ogres
I think this should be possible using the coordinates of the party, so 'party.x - 1' and 'party.y-1' should refer to a square directly northwest of the party. If the party's by a wall or corner I suspect this could cause a crash or trapped ogre though. You'd need some way to decide if a square is o...
- Tue Oct 16, 2012 4:32 am
- Forum: Modding
- Topic: Hallucinating Ogres
- Replies: 4
- Views: 3650
Re: Hallucinating Ogres
I was looking for something relative to the position of the party, not a static position on the level.Neikun wrote:spawnAt x,y I think
I think you mean ogre hallucinations, as well.
Also I thought hallucinating ogres sounded catchy so I opted for it instead despite no ogres would be hallucinating.
- Tue Oct 16, 2012 3:58 am
- Forum: Modding
- Topic: Hallucinating Ogres
- Replies: 4
- Views: 3650
Hallucinating Ogres
A consumable (Herder Cap, Grim Cap, or Potion) that shakes screen then spawns ogres with 0 attack power, 0 xp, and low health. I have everything worked out except could someone direct me to how I can spawn creatures not anchored to a spawner? Otherwise I will have to force the party to consume the i...