Black Crypt Mod

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
User avatar
Montis
Posts: 340
Joined: Sun Apr 15, 2012 1:25 am
Location: Grimrock II 2nd playthrough (hard/oldschool)

Re: Black Crypt Mod

Post by Montis »

zapibranigan wrote: some things to add :
- a teleport scroll
You might want to have a look at this or even this. :)
When destiny calls, the chosen have no choice.

My completed dungeon (LoG1): Hypercube
zapibranigan
Posts: 15
Joined: Thu Sep 20, 2012 9:37 am

Re: Black Crypt Mod

Post by zapibranigan »

if anybody wants it, i can share with you my scripts

- Ogre Blade : a powerful sword, which can one-shot the Crypt Ogre, and then falls into dust (i.e. removed from inventory)
- Glyph of Cold : a glyph which causes cold damages when the party steps on it

Montis, thanks for your script : I think I'll try to think of a way to do it without a static teleport destination (pointing on the map might be impossible, so I think it'll be by throwing an item, and teleport to its location)

I have a question about a scroll of life I'd like to make : is there a way to ressurect a specific dead party member? or the whole deads in the party? (like the crystal does)
zapibranigan
Posts: 15
Joined: Thu Sep 20, 2012 9:37 am

Re: Black Crypt Mod

Post by zapibranigan »

Has anyone been able to test it? And finish it? :)
zapibranigan
Posts: 15
Joined: Thu Sep 20, 2012 9:37 am

Re: Black Crypt Mod

Post by zapibranigan »

Are you still lost in the first two levels? ^^
User avatar
Komag
Posts: 3658
Joined: Sat Jul 28, 2012 4:55 pm
Location: Boston, USA

Re: Black Crypt Mod

Post by Komag »

there is a teleporter turnaround thing in the green slime grid area of level 2 that still has the sound turned on (the rest are silent, so I figure you probably forgot to make that one silent too)
Finished Dungeons - complete mods to play
User avatar
Komag
Posts: 3658
Joined: Sat Jul 28, 2012 4:55 pm
Location: Boston, USA

Re: Black Crypt Mod

Post by Komag »

If I use a scroll of dispel on level one to "escape", then walk back in, I'm stuck forever. plus it seems the other scroll of dispelling doesn't work there, or something's going on. (I see, it's only for the other one, even though I grabbed it first)
perhaps you should set that second version of the teleport (triggered by the invisible floor plate) to only trigger the first time

all of the statue alcoves that are around a square are a bit too big, so the corners overlap and there is flickering/z-fighting. not sure what you could do about that other than remove them all or remodel the alcoves so they fit better.
Finished Dungeons - complete mods to play
User avatar
Komag
Posts: 3658
Joined: Sat Jul 28, 2012 4:55 pm
Location: Boston, USA

Re: Black Crypt Mod

Post by Komag »

stuck, apparently, can't open door near "eternal resting place...", also cannot find round key for door on floor 1
Finished Dungeons - complete mods to play
zapibranigan
Posts: 15
Joined: Thu Sep 20, 2012 9:37 am

Re: Black Crypt Mod

Post by zapibranigan »

Hum, I'm not sure if it's my mod? Cause it doesn't include any Dispell Scroll for the glyph right now!! ^^

mine is this one :
http://steamcommunity.com/sharedfiles/f ... earchtext=

named Black Crypt 2012 : have you tested this one?! :)

thanks for your answer Komag!!!
User avatar
Komag
Posts: 3658
Joined: Sat Jul 28, 2012 4:55 pm
Location: Boston, USA

Re: Black Crypt Mod

Post by Komag »

ah that's weird, two Black Crypts out there!

Anyway, if the original game was as full of hidden pressure plates, faraway levers and switches, and other stuff like that, then I think I'll have to pass.
Finished Dungeons - complete mods to play
User avatar
Blichew
Posts: 157
Joined: Thu Sep 27, 2012 12:39 am

Re: Black Crypt Mod

Post by Blichew »

zapibranigan wrote: - Ogre Blade : a powerful sword, which can one-shot the Crypt Ogre, and then falls into dust (i.e. removed from inventory)
- Glyph of Cold : a glyph which causes cold damages when the party steps on it
How did you script the Ogre Blade ? with ogre onHit check if party is holding an item ?
I'd be more than happy to see the source code for that one :) (or a list of steps to make that at least)

As for your question:
zapibranigan wrote: is there a way to ressurect a specific dead party member?
I think you can use Champion:isAlive() method to set it to true. I don't know if it can be made this that way, maybe it's just a read-only function. The trick is: who would use such a scroll (dead party members cannot use items). If used by another character it would resurrect first dead member it finds.
Have you tried adding hp to dead members ? Won't it automatically resurrect the target ? (I haven't check that)
Post Reply