Search found 48 matches

by nichg
Wed Oct 24, 2012 9:47 pm
Forum: Modding
Topic: Weird glitch between hooks and script_entity objects
Replies: 15
Views: 12613

Re: Weird glitch between hooks and script_entity objects

Update: Its not passing an implicit caller argument. In fact, when I pass strings to the scripts it seems to work fine (I can retrieve 'senvelor_shield' for example). No, it seems like the real problem is in the champion argument of onDamage! if I have an onDamage hook: onDamage = function(champ, dm...
by nichg
Wed Oct 24, 2012 8:54 pm
Forum: Modding
Topic: New spells idea
Replies: 4
Views: 3400

Re: New spells idea

Its a little weird, but you could figure out who is dead and who is alive first, then resurrect everyone and re-kill the ones who are supposed to be dead.
by nichg
Wed Oct 24, 2012 8:52 pm
Forum: Modding
Topic: Weird glitch between hooks and script_entity objects
Replies: 15
Views: 12613

Re: Weird glitch between hooks and script_entity objects

I agree that champEquipped needs to return true or false, but even if I do that there is still the bug that when I pass something to it from the party's onDamage hook, the argument seems to be getting scrambled or overridden somehow. Edit: I'm wondering if it is inserting an implicit first 'called b...
by nichg
Wed Oct 24, 2012 3:15 am
Forum: Modding
Topic: Weird glitch between hooks and script_entity objects
Replies: 15
Views: 12613

Weird glitch between hooks and script_entity objects

In order to try to keep my code clean and without too much duplication, I've been trying to make script_entity objects that have various useful functions to call from my hooks. However, I've found that this is kind of hit or miss. If I call a function this way that has no arguments, it seems to work...
by nichg
Tue Oct 23, 2012 5:36 pm
Forum: Modding
Topic: How to create unintended objects(Hotel Hades)
Replies: 5
Views: 9619

Re: How to create unintended objects(Hotel Hades)

Text on thin walls Its pretty well known by now that you can use secret doors to make thin-walled rooms. However, creating interactive elements on these walls is pretty difficult due to clipping issues and so on. I found a way to do it with one particular element at least, so I thought I'd share: I...
by nichg
Sun Oct 21, 2012 6:43 pm
Forum: Modding
Topic: Hello + Script Question
Replies: 9
Views: 6422

Re: Hello + Script Question

I think a button is a good idea, but you might be restricted to only using it on objects that are integrated into a 'solid' wall (as opposed to e.g. a hidden door, a blocker, a floor decoration, etc). It doesn't look like you can script the hitbox of a button though, so thats tricky. Aha, I know. Gi...
by nichg
Sun Oct 21, 2012 6:22 pm
Forum: Modding
Topic: Hardcoded things to watch for
Replies: 7
Views: 7060

Hardcoded things to watch for

There are a number of things that are hard-coded and don't seem to have obvious hooks in the asset pack. For example, the goromorg's shield and the necklace that gives you bonus xp gain. Does the engine use the item names to determine this (e.g. will a monster called 'goromorg' always have a shield,...
by nichg
Sun Oct 21, 2012 4:54 pm
Forum: Modding
Topic: Creating NPC characters ?
Replies: 5
Views: 4624

Re: Creating NPC characters ?

I've done a few things like create a space behind a grate with a monster there, and a hidden pressure plate in front of the grate that activates a timer that displays NPC text once every 2 seconds or so (gets around the 5 line limit of hudPrint). I think the real challenge though is to figure out ho...
by nichg
Sun Oct 21, 2012 4:25 pm
Forum: Modding
Topic: Displaying images mid-game
Replies: 4
Views: 3960

Re: Displaying images mid-game

Yeah, sorry, didn't get to this till now. Here's a shot from the dungeon editor. http://steamcommunity.com/sharedfiles/filedetails/?id=103953124 Edit: I've made some progress. There's an undocumented function playScreenEffect in Party that you can use to directly display a screen-space particle syst...
by nichg
Sat Oct 20, 2012 9:42 pm
Forum: Modding
Topic: Modifying damage taken
Replies: 4
Views: 3695

Re: Modifying damage taken

I see, so you always return false for real player-sourced damage, but then use damageTile to do all the damage you really want them to take. It'd probably break some things like enemies getting damaged by traps though.

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