Search found 25 matches

by Malveus
Mon Oct 01, 2012 1:16 am
Forum: Modding
Topic: Tricks, Tips, and ideas (without adding code)
Replies: 20
Views: 22623

Re: Tricks, Tips, and ideas (without adding code)

Yes, The lights may be connected to switches/plates/ etc causing them to activate or deactivate, or you can add a timer into the circuit allowing them to flash on/off with the time setting on it.
by Malveus
Sat Sep 22, 2012 3:08 pm
Forum: Modding
Topic: Tricks, Tips, and ideas (without adding code)
Replies: 20
Views: 22623

Re: Tricks, Tips, and ideas (without adding code)

Having given it much thought, I'm stretching my own deadline (Hey- thanks, Boss!) for wrapping up my mod ( Crucio )to Friday the 28th so I can add (at least) a couple dozen custom sound files and add what I hope to be a lot of depth and atmosphere to the dungeon.These will be not only clue giving or...
by Malveus
Sat Sep 22, 2012 2:09 am
Forum: Modding
Topic: Item-on-Altar with additional condition
Replies: 4
Views: 4354

Re: Item-on-Altar with additional condition

Actually, I missed the obvious here - use the venom dagger as your base item, and just tie in a script to check the charge value remaining and return false if it's still maxed.
by Malveus
Sat Sep 22, 2012 2:07 am
Forum: Modding
Topic: Item-on-Altar with additional condition
Replies: 4
Views: 4354

Re: Item-on-Altar with additional condition

I'm not the greatest coder, but I believe you could actually manage this by using a wand and just loading the dagger graphic onto it.The altar could then check the number of charges on the dagger to ensure it's been used.
by Malveus
Fri Sep 21, 2012 4:01 am
Forum: Modding
Topic: Opening a trap door in a different level? [solved]
Replies: 5
Views: 4374

Re: Opening a trap door in a different level?

The trap doors of pits have no reason to be 2 sided, so it probably isn't identified as closed from below. You can always just link to a teleporter and teleport an item up to a plate on the level above to trigger it.
by Malveus
Thu Sep 20, 2012 8:22 pm
Forum: Modding
Topic: Return to Inventory
Replies: 35
Views: 34103

Re: Return to Inventory

With a tiny bit of tweaking, I could make a cursed item with this code that not only returns the item to the champion's bag, but duplicates itself in the process , right?. Picture a 5 pound tribble.Or a 50 pound one. Prepare to get overburdened as a new way of tormenting adventurers.
by Malveus
Thu Sep 20, 2012 7:05 pm
Forum: Modding
Topic: Return to Inventory
Replies: 35
Views: 34103

Re: Return to Inventory

that's such a cool idea, where do you come up with this stuff?! But what if everyone's inventory is full and their hands are full too? There isn't enough items in my dungeon to do that. "Burden Hands - These gauntlets are insanely heavy, but still worth two in the bush." "Chitin Trou...
by Malveus
Thu Sep 20, 2012 6:55 pm
Forum: Modding
Topic: Return to Inventory
Replies: 35
Views: 34103

Re: Return to Inventory

I'm working on a related problem, I'd like to make cursed items that return after a short interval when dropped.They will be able to be destroyed only by placing them on an altar with a plate and delete item script.
by Malveus
Thu Sep 20, 2012 4:55 pm
Forum: Modding
Topic: Mod Classification system
Replies: 10
Views: 8841

Re: Mod Classification system

"Oh you're stuck? You know the eye sockets normally reserved for gems? You have to stick daggers in those, at which point it'll make a great custom scream I added and then vomit a slime onto the floor.After that you just kite the slime backwards though the illusory wall that doesn't show up on ...
by Malveus
Thu Sep 20, 2012 2:30 pm
Forum: Modding
Topic: Mod Classification system
Replies: 10
Views: 8841

Mod Classification system

I was thinking about this last night, and wanted to get the idea out there and find out what everyone else thinks - We should have some system of classifying the mods we post. Currently, as I enter a custom dungeon I never know if the puzzles are solvable by classic means or if custom script mechani...