Search found 48 matches

by nichg
Sat Oct 20, 2012 7:03 pm
Forum: Modding
Topic: Modifying damage taken
Replies: 4
Views: 3695

Re: Modifying damage taken

The problem is, I think you can give critters immunity, but not resistance. So you'd have monsters that are only vulnerable to one thing.
by nichg
Sat Oct 20, 2012 2:13 am
Forum: Modding
Topic: Modifying damage taken
Replies: 4
Views: 3695

Modifying damage taken

Is there a way to modify the amount of damage taken by an enemy from an attack (say, inside the onDamage hook?). For instance, lets say I wanted an enemy that took an extra 50% damage from fire attacks. Or I wanted to implement a variant on the Goromorg shield without the advantage of having the har...
by nichg
Sat Oct 20, 2012 1:43 am
Forum: Modding
Topic: Good Dungeon Design Principles
Replies: 42
Views: 39714

Re: Good Dungeon Design Principles

I'd say a fairly successful technique that I've seen used is to understand and shape the player's expectations with the first half to 2/3rds of the dungeon, then play a twist on them for the ending. For instance, Portal did this with having everything be a testing chamber with all the hazards approp...
by nichg
Fri Oct 12, 2012 2:53 pm
Forum: Modding
Topic: Displaying images mid-game
Replies: 4
Views: 3960

Displaying images mid-game

It seems like you can only start and end the game with cinematics. So if you want to do things like display a level heading as someone enters the level, or have 2D art displayed on screen, it seems like a different trick is needed. My thought on this was to use the ability of the game to render a 's...
by nichg
Fri Oct 12, 2012 2:21 am
Forum: Modding
Topic: GrimWiki User Registration
Replies: 34
Views: 157923

Re: GrimWiki User Registration

I'd like an account please.
by nichg
Fri Oct 12, 2012 2:20 am
Forum: Modding
Topic: Useful scripts repository
Replies: 105
Views: 248255

Re: Useful scripts repository

Featherfall Effect I was asked to repost this here. This is an effect that lets you give the party 'feather fall' for a fixed time, during which all falls through pits will deal no damage. It does not prevent the sound-effects associated with falling however. The effect requires three things: - You...
by nichg
Thu Oct 11, 2012 1:37 pm
Forum: Modding
Topic: Feather Fall, custom conditions, etc
Replies: 6
Views: 5306

Re: Feather Fall, custom conditions, etc

Yes, unfortunately they still scream and make an 'oomph' sound when they hit. Maybe its possible to do something clever with redefining the sound resource associated with those things to silence while under the effects of the feather fall? I don't know if that'd survive save/load - probably not, so ...
by nichg
Thu Oct 11, 2012 12:48 pm
Forum: Modding
Topic: Feather Fall, custom conditions, etc
Replies: 6
Views: 5306

Feather Fall, custom conditions, etc

I figured other people might get some use out of this. I constructed a feather fall effect that negates damage on falling when up. The effect requires three things: - You have to clone the party object in init.lua for the dungeon, and override the onMove and onDamage hooks: cloneObject { name = &quo...

Go to advanced search