Search found 28 matches

by ninjanerdbgm
Sun Nov 30, 2014 9:30 am
Forum: Custom Dungeons
Topic: [WIP] Under Nemistide
Replies: 19
Views: 24055

Re: [WIP] Under Nemistide

Hey guys, a super big update. I encourage people who like horror to try out my mod. I could use the feedback!

Version 0.5 Changelog:

- Added The Lost City
- Added The Prison
by ninjanerdbgm
Sun Nov 30, 2014 8:27 am
Forum: Mod Creation
Topic: [REFERENCE] Here's a list of all pre-defined sounds in LoG 2
Replies: 19
Views: 34810

Re: [REFERENCE] Here's a list of all pre-defined sounds in L

Any idea about how to do that a sound makes its sounds in a specific point of a map (because what I'm noticing is that playSound("key_lock") in a script, activated when I push a lever, sounds always in my the position of the party...) Thanks guys You can use playSoundAt("sound_name&q...
by ninjanerdbgm
Fri Nov 14, 2014 7:44 pm
Forum: Mod Creation
Topic: [TOOL] EDI TOOLS
Replies: 11
Views: 17367

Re: [TOOL] EDI TOOLS

Very cool!
by ninjanerdbgm
Fri Nov 14, 2014 7:41 pm
Forum: Mod Creation
Topic: Few questions - All solved
Replies: 21
Views: 25314

Re: Few questions - All solved

If you want those same items that I used, you can just copy/paste. If you want to use other items, you'll have to change the getArticle function to reflect it, or remove that function altogether and go with a generic hudPrint (like hudPrint("You got a thing!")). Don't forget to make your f...
by ninjanerdbgm
Fri Nov 14, 2014 7:36 pm
Forum: Mod Creation
Topic: Few questions - All solved
Replies: 21
Views: 25314

Re: Few questions - All solved

Hey Drakkan, I modified the dig random script a bit for use in my own mod. Here's the code I ended up going with: By adding the target (c) to the function, the script no longer needs to be on top of the floor_trigger, and multiple floor_triggers can point to the same function. items = {"baked_...
by ninjanerdbgm
Fri Nov 14, 2014 7:24 pm
Forum: Mod Creation
Topic: Few questions - All solved
Replies: 21
Views: 25314

Re: Few questions - All solved

Hey Drakkan, I modified the dig random script a bit for use in my own mod. Here's the code I ended up going with: By adding the target (c) to the function, the script no longer needs to be on top of the floor_trigger, and multiple floor_triggers can point to the same function. items = {"baked_m...
by ninjanerdbgm
Fri Nov 14, 2014 6:30 pm
Forum: Mod Creation
Topic: Does anyone know what 2.1.17 added to the editor?
Replies: 0
Views: 3299

Does anyone know what 2.1.17 added to the editor?

This is all that's in the patch notes:

"– mods: added lots of new scripting functions and hooks"

What new functions? What new hooks?
by ninjanerdbgm
Thu Nov 13, 2014 9:55 pm
Forum: Mod Creation
Topic: Few questions - All solved
Replies: 21
Views: 25314

Re: Few questions

if I may: instead of local item = math.random(1,6) -- The second number is the amount of items in the list. try local item = math.random(1,#items) #items is the number of items in your table, so you just have to add items, and not morry about that line :-) Brilliant. I'm actually new to lua (tho I'...
by ninjanerdbgm
Thu Nov 13, 2014 9:37 pm
Forum: Mod Creation
Topic: Few questions - All solved
Replies: 21
Views: 25314

Re: Few questions

For number 4: Place a floor_trigger where you want the party to dig. Make it only triggerable by digging and tick "disableSelf". Have it point to a script that's also on top of the dig location with the following code: items = {"dagger","rapier","leather_cap",...
by ninjanerdbgm
Thu Nov 13, 2014 6:55 pm
Forum: Mod Creation
Topic: [REFERENCE] Here's a list of all pre-defined sounds in LoG 2
Replies: 19
Views: 34810

Re: [REFERENCE] Here's a list of all pre-defined sounds in L

PresetM wrote:Very helpful list. Thank you very much.
Unfortunately, playSound("tick") did not work.
Haha, oh shoot, that was one of my custom sounds. I removed it from the main list.