Search found 103 matches
- 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!
- 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...
- 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...
- 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...
- 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...
- 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!
- 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?
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?
Code: Select all
resistances = { shock = "resist" },
- 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...
- 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?
- 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?
How does that work then?