Search found 12 matches

by zanreth
Mon Nov 30, 2015 1:52 pm
Forum: Mod Creation
Topic: Knowing your elevation in tilesets
Replies: 2
Views: 4133

Knowing your elevation in tilesets

Hello fellow modders. Newbie question. I did search the forum, could not find the answer. Sorry if this was asked before. In LOG2 Editor, the tilest can be "lowered" or "raised" to create a multi-level room. Once you've got a number of levels (raised and/or lowered), you can foll...
by zanreth
Tue Jul 14, 2015 5:06 pm
Forum: Modding
Topic: Receptor Accepting skulls
Replies: 6
Views: 8469

Re: Receptor Accepting skulls

Oh ya !! That works fine, thanks a lot everyone. I've yet to really play with the assets scripts. So far, I've managed to do pretty much everything (keeping to basic stuff) with the existing items and logics effect. I see how scripting into the asset scripts can provide a much wider variety, and be ...
by zanreth
Tue Jul 14, 2015 12:32 am
Forum: Modding
Topic: Receptor Accepting skulls
Replies: 6
Views: 8469

Re: Receptor Accepting skulls

OK, thanks guys. I tried the script blurb from trancelistic and it doesn't seem to work. I get a "attempt to call global 'defineObject' (a nil value)" ... Now, THOM mentionned the predefined Receptor is not designed to accept items, just blobs. I'm thinking there may be a way to change tha...
by zanreth
Mon Jul 13, 2015 6:18 pm
Forum: Modding
Topic: Receptor Accepting skulls
Replies: 6
Views: 8469

Receptor Accepting skulls

Hello all, Newbie here (sort of, more like returning to modding after a hiatus), trying to code my way through a custom dungeon creation. I need help with a bit of scripting, or any other way to make work what I'd like to do: A two "locks" combo to make an open trap, close. So far, I've go...
by zanreth
Sun Aug 24, 2014 1:00 pm
Forum: Modding
Topic: Looking for asset reference
Replies: 8
Views: 7164

Re: Looking for asset reference

Thanks Skuggasveinn, I just did and that really answer a lot of questions I had ...

I should have started there ;-)
by zanreth
Sun Aug 24, 2014 12:34 pm
Forum: Modding
Topic: Launching a script, stopping a timer
Replies: 19
Views: 20764

Re: Launching a script, stopping a timer

Thank you all for your input, it's helped a lot! msyblade: Can you detail a bit more ? I tried that (4x blank lines as indicated) into a blank script, no functions, no timer, and I get an error message in the editor when I run the dungeon. The error reads: "Attempt to call global 'hudprint' (a ...
by zanreth
Fri Aug 22, 2014 6:21 pm
Forum: Modding
Topic: Launching a script, stopping a timer
Replies: 19
Views: 20764

Re: Launching a script, stopping a timer

Thank you Alois, that works fine. Now I'm in business :-)
by zanreth
Fri Aug 22, 2014 5:56 pm
Forum: Modding
Topic: Launching a script, stopping a timer
Replies: 19
Views: 20764

Launching a script, stopping a timer

Hello All, Newbie question here. Been learning scripting for the past two days and I'm hitting some challenges I can't seem to resolve or find answers on these forums. So here goes: I have this script designed to "wipe" the default party and create a custom party of four champions for my m...
by zanreth
Fri Aug 22, 2014 5:20 pm
Forum: Modding
Topic: Looking for asset reference
Replies: 8
Views: 7164

Re: Looking for asset reference

Thank you Isaac ! That's just what I needed !
by zanreth
Fri Aug 22, 2014 2:17 pm
Forum: Modding
Topic: Looking for asset reference
Replies: 8
Views: 7164

Re: Looking for asset reference

Skuggasveinn, thank you, that is very usefull info for my needs.

Is there a list of the portraits names and filenames? I been looking over the web and can,t find one and I've been looking through my local Steam folder and can't find anything either :-(

THAT is really all that I am missing !