Modding For Dummies

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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ExpDevourer
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Re: Modding For Dummies

Post by ExpDevourer »

Kuningas wrote:...I'm thinking I should really finish playing the game. : D

Modding has taken all the time I put into this game.
Yeah same here for the most part, I have played during the periods of aggravation, when I just had to get away from the toolset for a minute. I am currently on floor 9, have no idea how far I am into it though, I am playing oldschool, so I don't have a map >,<. But its pretty deep.
I'm here to kick goblins and chew herbs, and I'm all out of herbs.
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Brodie301
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Re: Modding For Dummies

Post by Brodie301 »

So trying to make a simple script:
spawn("herder", 1, 3, 8, 3) upon a alcove deactivation but 3 herders popup every time. Changed monster name and locations and 3 monsters pop up every time little help please ?
The FORCE is with me!!!
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Neikun
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Re: Modding For Dummies

Post by Neikun »

I can only think that one of those 3's controls the number of things spawned. Try changing either of them to a different number.
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Brodie301
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Re: Modding For Dummies

Post by Brodie301 »

It shouldn't be a number it should be level, x, y, facing
The FORCE is with me!!!
flatline

Re: Modding For Dummies

Post by flatline »

Two things I've been thinking about lately:

1. Can we alter the players "height"/viewpoint in any way? Or is it hardcoded? (for example like when using a staircase)

2. Can monsters/items get their collision detection removed? (Ghosts that move through walls and through the player could use this, and the editor supports it as a debug feature for the party)
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Komag
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Re: Modding For Dummies

Post by Komag »

Brodie301 wrote:So trying to make a simple script:
spawn("herder", 1, 3, 8, 3) upon a alcove deactivation but 3 herders popup every time. Changed monster name and locations and 3 monsters pop up every time little help please ?
It must be the alcove deactivating three times. Whatever you have set up is doing this, somehow. Perhaps the actual alcove itself is only deactivating once, but you have it triggering something in a script which is somehow getting cycled and repeated three times in that moment.
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Brodie301
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Re: Modding For Dummies

Post by Brodie301 »

Quick question how would I add an item with a unique id?

For instance I want to add a rat shank to a alcove but I want it to have a unique id because I want to destroy it 3 rooms later and I get nil value error.

I know I can:
function spawnrat()
spawn("rat_skank", 1, 1, 1, 1, "disappearing_rat")
end
And tie it to a connector to destroy

But if I try:
alcove_1:addItem(spawn("rat_shank")) it works but can't give unique id of disappearing_rat
The FORCE is with me!!!
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Grimwold
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Re: Modding For Dummies

Post by Grimwold »

Try this:

Code: Select all

alcove_1:addItem(spawn("rat_shank",nil,nil,nil,nil,"disappearing_rat")
Last edited by Grimwold on Fri Dec 21, 2012 6:39 pm, edited 1 time in total.
Batty
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Re: Modding For Dummies

Post by Batty »

Grimwold wrote:"rat_skank"
:lol:
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Grimwold
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Re: Modding For Dummies

Post by Grimwold »

Batty wrote:
Grimwold wrote:"rat_skank"
:lol:
:lol: but fixed now!
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