Search found 13 matches

by Grimorial
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...
by Grimorial
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 ...
by Grimorial
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.
by Grimorial
Wed Oct 17, 2012 5:00 am
Forum: Modding
Topic: Awesome Dungeon
Replies: 112
Views: 82737

Re: Awesome Dungeon

Merethif wrote:
LordGarth wrote:immunities = { "fire", "cold", "poison", “backstab”, “assassination },
Yet another rogue non-friendly mod ;)
I feel your pain fellow rogue! My mod will not tread on you. 8-)
by Grimorial
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. :D

I'll post back once I have worked this in.
by Grimorial
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?

Decayer wrote:Whoops, it should be:
spawn("snail", party.level, x + dx, y + dy, (direction + 2) % 4)
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?
by Grimorial
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.
by Grimorial
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...
by Grimorial
Tue Oct 16, 2012 4:32 am
Forum: Modding
Topic: Hallucinating Ogres
Replies: 4
Views: 3650

Re: Hallucinating Ogres

Neikun wrote:spawnAt x,y I think
I think you mean ogre hallucinations, as well.
I was looking for something relative to the position of the party, not a static position on the level.

Also I thought hallucinating ogres sounded catchy so I opted for it instead despite no ogres would be hallucinating. :D
by Grimorial
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...