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Re: [MOD] The Guardians
Posted: Sun Jun 16, 2019 12:41 pm
by hansbleeb
4 elements in the citadel phoe
Re: [MOD] The Guardians
Posted: Thu Jun 20, 2019 5:39 pm
by hansbleeb
its the end of my adventure here never... never a farmer again in my party
Re: [MOD] The Guardians
Posted: Tue Jun 25, 2019 3:55 pm
by Adrageron
Zo Kath Ra wrote: ↑Sat Jun 15, 2019 3:08 pm
Can you post some example code that demonstrates this?
Maybe someone knows a fix / workaround.
I'd try to help, but am otherwise occupied at the moment.
There is not much code, just a tiny functions like these:
Code: Select all
function ratGo1()
ratling2_7.monster:turnLeft()
end
function ratTurn()
ratling2_7.monster:turnRight()
end
They triggered by timer and sometimes (on easy settings only) they did not do what they must
Re: [MOD] The Guardians
Posted: Thu Jun 27, 2019 3:47 pm
by paulclementi
Need some help in the Maze of madness. I am at the part of the puzzle where there is a lever and across from me there is another lever and down below a door. If I leave the singing stone at one lever and then go across to the other lever and push it down and then transport myself to the other lever and push it down; it opens the door in-between. I can drop the singing stone between the grating and then transporter my self to the door. BUT THE DOOR ONLY STAYS OPEN FOR A SPLIT SECOND. My question is this a timing puzzle or am I missing somthing. Thanks for your help. FYI: This is one of the best mods I have played. Ranks up there in the top five.
Re: [MOD] The Guardians
Posted: Sat Jun 29, 2019 7:22 pm
by hansbleeb
that was a amazing puzzle to go to the right following order of the niches with the levers and swtch the right levers down, you must do some actions double
Re: [MOD] The Guardians
Posted: Wed Jul 03, 2019 5:35 pm
by Zo Kath Ra
Adrageron wrote: ↑Tue Jun 25, 2019 3:55 pm
There is not much code, just a tiny functions like these:
Code: Select all
function ratGo1()
ratling2_7.monster:turnLeft()
end
function ratTurn()
ratling2_7.monster:turnRight()
end
They triggered by timer and sometimes (on easy settings only) they did not do what they must
Only cause I can think of:
The monster is already performing an action when you call turnLeft() / turnRight()
I have no idea why the monster would only do this in Easy mode.
Can you put the modified ratGo1() in your mod and try to reproduce the error?
I want to help fix this bug, so I can play the mod on Easy
Code: Select all
function ratGo1()
-- If the monster is performing an action:
-- MonsterComponent:getCurrentAction() returns the name of the action
-- If the monster is not performing an action:
-- MonsterComponent:getCurrentAction() returns nil
local currentAction = ratling2_7.monster:getCurrentAction()
-- If the monster is performing an action:
-- MonsterComponent:turnLeft() returns false and does nothing
-- If the monster is not performing an action:
-- MonsterComponent:turnLeft() returns true and turns the monster
local turnLeftResult = ratling2_7.monster:turnLeft()
print("ratGo1()", ratling2_7.id, currentAction, turnLeftResult)
end
Re: [MOD] The Guardians
Posted: Wed Jul 03, 2019 10:47 pm
by minmay
On Easy, the cooldown for MonsterMoveComponents is doubled and the cooldown for MonsterAttackComponents is increased by 25%. If you want the monster to perform an action that might be on cooldown, you should do this:
Code: Select all
local oldc = mon.move:getCooldown()
mon.move:setCooldown(0)
mon.monster:moveForward()
mon.move:setCooldown(oldc)
Re: [MOD] The Guardians
Posted: Sun Jul 14, 2019 9:02 am
by Adrageron
Mod version 1.3. is out!
Here is a change log:
- Added automap changes after mining
- Fixed instability on "Easy" difficulty (additional testing is required for confidence)
- Small changes in some levels and puzzles
- Fixed few typos
Zo Kath Ra, minmay, thank you, guys! Looks like cooldown fixes made their job (no hang ons during few tests so far).
Re: [MOD] The Guardians
Posted: Thu Jul 18, 2019 6:26 pm
by hansbleeb
Adrageron wrote: ↑Sun Jul 14, 2019 9:02 am
Mod version 1.3. is out!
Here is a change log:
- Added automap changes after mining
- Fixed instability on "Easy" difficulty (additional testing is required for confidence)
- Small changes in some levels and puzzles
- Fixed few typos
its worth to do this mod over again!!! not directly but over a year or later to forgot the most tricks
Re: [MOD] The Guardians
Posted: Mon Aug 05, 2019 3:57 pm
by ene
ohlala really hard
I'm struggeling a lot in your dungeon..
In the sunken temple, how to make a bridge to get there (bottle) ?
Also how to access the room with the circle ?
Still in the sunken temple, how to deactivate this forcefield ?? I can't lower the spike gates (circle) ?? There's a lever but doesn't seem to do anything..
i've been seaching a lot before asking
I found a holy water, what is it for ?
I have about 6-8 notes having a single letter on them.. i'd like to get rid of them, my inventory is full .. Any clue where I can use them please ?
__________________
Some thoughs.. 4 skills in concetration to be able to cast light is a bit much (to me), but well, that can be ok i guess..
The cooking stuff is a neat idea, i eat a lot of sausages and smoked fishes, yes.. at the beginning it was more of a pain though - you don't give any clue where to get the book (that gives you the cooking skill), and the message 'Nobody knows how to cook' isn't very helpful.. I mean since uncooked food feeds you very little, you quickly become short of it. Do you understand ?
Ok i mean perharps you should put a note somewhere where to get that book, that's it
This part plays an important role in the game. After that, you feel a bit more relax
It's a bit the same for the mining stuff (which eats up a lot of food
). A good idea too btw.
Plenty of good stuuf otherwise but seems quite hard overall