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Re: Black Crypt Mod
Posted: Fri Sep 21, 2012 1:24 am
by Montis
zapibranigan wrote:
some things to add :
- a teleport scroll
You might want to have a look at
this or even
this.

Re: Black Crypt Mod
Posted: Fri Sep 21, 2012 9:46 am
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)
Re: Black Crypt Mod
Posted: Fri Sep 21, 2012 7:45 pm
by zapibranigan
Has anyone been able to test it? And finish it?

Re: Black Crypt Mod
Posted: Mon Sep 24, 2012 2:37 pm
by zapibranigan
Are you still lost in the first two levels? ^^
Re: Black Crypt Mod
Posted: Tue Sep 25, 2012 3:21 pm
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)
Re: Black Crypt Mod
Posted: Tue Sep 25, 2012 3:39 pm
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.
Re: Black Crypt Mod
Posted: Tue Sep 25, 2012 4:15 pm
by Komag
stuck, apparently, can't open door near "eternal resting place...", also cannot find round key for door on floor 1
Re: Black Crypt Mod
Posted: Wed Sep 26, 2012 1:34 pm
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!!!
Re: Black Crypt Mod
Posted: Wed Sep 26, 2012 2:31 pm
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.
Re: Black Crypt Mod
Posted: Fri Sep 28, 2012 12:39 pm
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)