Search found 25 matches
- 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.
- 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...
- 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.
- 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.
- 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.
- 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.
- 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...
- 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.
- 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 ...
- 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...