Search found 168 matches

by GoldenShadowGS
Wed Apr 08, 2015 8:40 pm
Forum: Mod Creation
Topic: Deal damage to Monster
Replies: 6
Views: 5026

Re: Deal damage to Monster

Code: Select all

function damagemummy()
	local m = findEntity("mummy_2")
	if m ~= nil then
		damageTile(m.level, m.x, m.y, 0, m.elevation, 1, "shock", 5)
	end
end
by GoldenShadowGS
Sun Mar 22, 2015 2:28 am
Forum: Mod Creation
Topic: Way to check what tile party is standing on (SOLVED)
Replies: 8
Views: 9067

Re: Help - Anyway to detect tile type/name? (not automap til

Coming at this from another angle. Maybe you can use the same script that digging with the shovel uses. Somehow it knows you can can't dig on non-dirt tiles.

Looks like dig is hard coded, but the tiles have a field named
diggable = true
maybe this could be used?
by GoldenShadowGS
Fri Mar 06, 2015 8:16 am
Forum: Mod Creation
Topic: Monster Detector
Replies: 13
Views: 12090

Re: Monster Detector

defineSpell{ name = "detect_monster", uiName = "Monster Detector", skill = "earth_magic", requirements = {"concentration", 1}, gesture = 8, manaCost = 5, icon = 14, spellIcon = 13, description = "Reveals how many monster are nearby. Every point is Earth ...
by GoldenShadowGS
Fri Mar 06, 2015 6:52 am
Forum: Mod Creation
Topic: Monster Detector
Replies: 13
Views: 12090

Re: Monster Detector

I like it, but for playability, perhaps we should tell the player the direction relative to the party instead of a compass direction. If you know the monster is north of the player, then you can use the "direction" variable to figure out which way you are facing relative to north. Example:...
by GoldenShadowGS
Thu Mar 05, 2015 1:18 am
Forum: Mod Creation
Topic: Monster Detector
Replies: 13
Views: 12090

Re: Monster Detector

Did you one better: Now it will display the correct names and plurals defineSpell{ name = "detect_monster", uiName = "Monster Detector", skill = "earth_magic", requirements = {"concentration", 1}, gesture = 8, manaCost = 5, icon = 14, spellIcon = 13, descripti...
by GoldenShadowGS
Tue Mar 03, 2015 9:04 pm
Forum: Mod Creation
Topic: Monster Detector
Replies: 13
Views: 12090

Re: Monster Detector

Another tweak: defineSpell{ name = "detect_monster", uiName = "Monster Detector", skill = "earth_magic", requirements = {"concentration", 1}, gesture = 8, manaCost = 5, icon = 14, spellIcon = 13, description = "Reveals how many monster are nearby. Every p...
by GoldenShadowGS
Tue Mar 03, 2015 4:42 pm
Forum: Mod Creation
Topic: Monster Detector
Replies: 13
Views: 12090

Re: Monster Detector

Here is a updated script for the spell: defineSpell{ name = "detect_monster", uiName = "Monster Detector", skill = "earth_magic", requirements = {"concentration", 1}, gesture = 8, manaCost = 5, icon = 14, spellIcon = 13, description = "Reveals how many mo...
by GoldenShadowGS
Tue Mar 03, 2015 4:56 am
Forum: Mod Creation
Topic: Monster Detector
Replies: 13
Views: 12090

Re: Monster Detector

The first thing that comes to mind is to compare if the monster group's x and y and elevation are equal to another monster, then throw away the duplicates. You might be able to use something like this: defineSpell{ name = "detect_monster", uiName = "Monster Detector", skill = &qu...
by GoldenShadowGS
Tue Mar 03, 2015 3:45 am
Forum: Mod Creation
Topic: Monster Detector
Replies: 13
Views: 12090

Monster Detector

Update: Latest version of the script defineSpell{ name = "detect_monster", uiName = "Monster Detector", skill = "earth_magic", requirements = {"concentration", 1}, gesture = 8, manaCost = 5, icon = 14, spellIcon = 13, description = "Reveals how many monst...
by GoldenShadowGS
Sat Jan 31, 2015 1:00 am
Forum: Mod Creation
Topic: Ask a simple question, get a simple answer
Replies: 3990
Views: 3478757

Re: Ask a simple question, get a simple answer

I think it only works on sockets, nor surfaces. I am trying to find a workaround. EDIT: Paste the following code into your objects.lua in your mod's script folder defineObject{ name = "custom_dungeon_alcove", replacesWall = true, placement = "wall", editorIcon = 8, components = {...