Search found 103 matches

by David Ward
Wed Jun 17, 2015 2:05 am
Forum: Mod Creation
Topic: some ceiling
Replies: 9
Views: 9258

Re: some ceiling

Thanks DrVooDoo Batty! I was looking for a solution to this very issue recently - lo and behold, there's a forum post about it, simple and quick. Cheers!
by David Ward
Fri May 22, 2015 2:17 am
Forum: Mod Creation
Topic: damageType = "pure"
Replies: 9
Views: 6674

Re: damageType = "pure"

LOL Thanks Azel. We've made a battle system where virtually every monster has protection. The reason we did this had to do with wrangling around with statistics, and especially the damage bonuses added by party character attributes. Since virtually every monster has protection, virtually every weapo...
by David Ward
Thu May 21, 2015 11:37 pm
Forum: Mod Creation
Topic: damageType = "pure"
Replies: 9
Views: 6674

Re: damageType = "pure"

K, thanks for the input guys. "I wonder if it's possible to simply set the Protection of the enemy to "0" during the attack. Should have the same impact as negating protection, no?" Is that a fairly easy thing to code in, Azel? On this end, we have found no solution so far to mak...
by David Ward
Thu May 21, 2015 10:33 pm
Forum: Mod Creation
Topic: damageType = "pure"
Replies: 9
Views: 6674

Re: damageType = "pure"

That is what it looks like. Is there anything other than "pierce" that can negate protection, then? I tried making a RangedAttack that has damageType = "shock", but what that appears to do is come up against both resistance to shock AND protection, because RangedAttack (and I gue...
by David Ward
Thu May 21, 2015 8:58 pm
Forum: Mod Creation
Topic: damageType = "pure"
Replies: 9
Views: 6674

damageType = "pure"

What does this do exactly? I've tried placing it under "class = "RangedAttack"," but it did not appear to do anything. I was hoping it would cut through protection entirely, as there appears to be no way for "class = "RangedAttack"," to have any protection byp...
by David Ward
Thu May 21, 2015 4:03 am
Forum: Mod Creation
Topic: Setting Monster Resistances
Replies: 4
Views: 4367

Re: Setting Monster Resistances

Indeed, those are the ones I know also. Okay, all good. Thank you!
by David Ward
Thu May 21, 2015 12:46 am
Forum: Mod Creation
Topic: Setting Monster Resistances
Replies: 4
Views: 4367

Re: Setting Monster Resistances

Haha is that seriously it?

Code: Select all

resistances = { shock = "resist" },
That will give 50% resist, okay. I'm guessing then that there is no way to specify 25% or 75% resistance, say, or really any resistance between 0 and 100?
by David Ward
Wed May 20, 2015 10:13 pm
Forum: Mod Creation
Topic: Setting Monster Resistances
Replies: 4
Views: 4367

Setting Monster Resistances

We're trying to make monsters that have *some* resistances to certain elements, but are unable to find anything other than all-or-nothing resistances. For example: { class = "Monster", meshName = "shrakk_torr_mesh", health = 50, protection = 15, evasion = 10, exp = 40, immunities...
by David Ward
Tue May 12, 2015 7:39 pm
Forum: Mod Creation
Topic: Cooldowns on Spell Casting
Replies: 5
Views: 6996

Re: Cooldowns on Spell Casting

Gotcha. I take it then there may be a few of these that are not listed on the scripting reference page?
by David Ward
Tue May 12, 2015 7:25 am
Forum: Mod Creation
Topic: Cooldowns on Spell Casting
Replies: 5
Views: 6996

Re: Cooldowns on Spell Casting

Noob question here - I don't see "onComputeCooldown" in http://www.grimrock.net/modding/scripting-reference/

How does that work then?