Search found 146 matches
- Thu Dec 22, 2016 12:50 am
- Forum: Mod Creation
- Topic: Enemies attacked to object/Curse Party
- Replies: 4
- Views: 6171
Enemies attacked to object/Curse Party
I'd like to make a puzzle where the player has to protect some sort of object. Let's just say a health crystal for talking point. Basically the health crystal would be in the middle of the room and enemies would head towards the crystal instead of the party. When they reach it they start attacking i...
- Wed Sep 28, 2016 11:39 pm
- Forum: Mod Creation
- Topic: Shared life pools
- Replies: 5
- Views: 7848
Re: Shared life pools
Thanks, was getting ready to try a if A < B then set A = B and if B < A then set B = A once I got off work. Glad I checked out the forums xD
- Wed Sep 28, 2016 12:18 pm
- Forum: Mod Creation
- Topic: Shared life pools
- Replies: 5
- Views: 7848
Re: Shared life pools
As far as it being impossible, its not, theres a timer set at like 45 seconds that activates the script. The idea being that inside that 45 seconds you have to switch targets and deal damage to both of them to keep both of them damaged. IE. Monster A has 100 hp and Monster B has 100 hp. Player hits ...
- Wed Sep 28, 2016 5:14 am
- Forum: Mod Creation
- Topic: Shared life pools
- Replies: 5
- Views: 7848
Shared life pools
So I'm currently working on getting two different enemies to share health in an odd way. Basically the script I have going atm looks like this function increasehealth() if (findEntity("Zen_1") ~= nil) and (findEntity("Zen_2") ~= nil) then Zen_1.monster:setHealth(Zen_2.monster:get...
- Tue Sep 27, 2016 3:59 am
- Forum: Mod Creation
- Topic: Spawning new tiles
- Replies: 2
- Views: 4498
Spawning new tiles
So I'm currently attempting to make it so a certain creature spawns in lava tiles under it as it walks around.. The biggest issue I'm having right now is making it only spawn 1 of these tiles in and not stacking if its moved back on top of an area its already been on. (The burn damage ends up stacki...
- Fri May 13, 2016 10:50 pm
- Forum: Custom Dungeons
- Topic: [Mod] Tower of Ashos V1.0.1
- Replies: 12
- Views: 23384
Re: [Mod] Tower of Ashos V1.0.1
How far has everyone made it so far?
- Thu May 05, 2016 10:11 pm
- Forum: Custom Dungeons
- Topic: [Mod] Tower of Ashos V1.0.1
- Replies: 12
- Views: 23384
Re: [Mod] Tower of Ashos V1.0
Fixed the issue, I forgot to add in the command to check to see if the boss is alive before doing the triggering of the rooms ability. It was trying to teleport the boss without it being there. Thats now fixed and I'm exporting out and will have the updated version out soon.
- Thu May 05, 2016 9:35 pm
- Forum: Custom Dungeons
- Topic: [Mod] Tower of Ashos V1.0.1
- Replies: 12
- Views: 23384
Re: [Mod] Tower of Ashos V1.0
Thanks, I'll take a look tonight and have a fix out for this. That was the most recent room I had been working in, was worried something wouldn't be set up right.
- Mon May 02, 2016 10:11 pm
- Forum: Custom Dungeons
- Topic: [Mod] Tower of Ashos V1.0.1
- Replies: 12
- Views: 23384
Re: Tower of Ashos
http://www.nexusmods.com/legendofgrimrock2/mods/70/? Nexus page ^-^
You can leave any feedback/suggestions/complaints here as comments!
You can leave any feedback/suggestions/complaints here as comments!
- Fri Apr 29, 2016 11:20 am
- Forum: Custom Dungeons
- Topic: [Mod] Tower of Ashos V1.0.1
- Replies: 12
- Views: 23384
Re: Tower of Ashos
Going to be posting this dungeon up later, not as polished as I'd like but hopefully with feedback from you guys I can fix any remaining issues. Final boss is my biggest worry, alot of stuff is set up during that fight.