Search found 68 matches
- Wed Nov 07, 2012 9:42 am
- Forum: Modding
- Topic: destroying buttons
- Replies: 3
- Views: 4361
Re: destroying buttons
Thanks, I am one big step closer to script a random dungeon generator now! 1. replaces wall = false , does not work - leave it as "true" 2. place all secret buttons in the level 3. when the game starts, scan all secret buttons according to your maze generator 4. save their location etc. - ...
- Tue Nov 06, 2012 10:05 pm
- Forum: Modding
- Topic: destroying buttons
- Replies: 3
- Views: 4361
destroying buttons
hey its me and my noob questions again i want to destroy certain dungeon objects when the dungeon loads and wonder if this is possible right now i have a series of dungeon_secret_button_small and when starting i use a script entity to select a few of them and remove them via button:destroy() well, t...
- Tue Nov 06, 2012 8:37 pm
- Forum: Modding
- Topic: Random key/lock sytem - how?
- Replies: 3
- Views: 4143
Re: Random key/lock sytem - how?
@crisman thanks, i guess that is the file akroma was talking about. ill check it out later!
- Tue Nov 06, 2012 9:23 am
- Forum: Modding
- Topic: Random key/lock sytem - how?
- Replies: 3
- Views: 4143
Random key/lock sytem - how?
akroma222 told me that crisman is working on something called a "random key/room generator". I would like to ask you if someone else has a system like this in the working or has some thoughts about the subject. its not the code, more the logic im asking for. who would this be done? 1. ok, ...
- Mon Nov 05, 2012 10:03 pm
- Forum: Modding
- Topic: [WIP] Fhizban's Armory (Update Nov 05)
- Replies: 18
- Views: 23147
Re: [WIP] Fhizban's Armory (Update Nov 05)
more updates, got a bit of scripting done after work: 1. There is now a Drop rate, so loot is not automatically dropped and crazy amounts of loot piling up in the dungeon are prevented. in addition, the drop rate may be modified in various ways: * the base drop rate is 15% and can be modified (globa...
- Mon Nov 05, 2012 6:41 pm
- Forum: Modding
- Topic: Enter/Leave Game/Level Hook
- Replies: 6
- Views: 6556
Re: Enter/Leave Game/Level Hook
@Xanathar arrrgggh, yes you are right - so much stuff to think about! how about this: another script entity that runs automatically with an if-then structure that checks the current dungeon level first? if party.level == 1 then if var_init == false then --do dungeon level 1 init stuff var_init = tru...
- Mon Nov 05, 2012 4:52 pm
- Forum: Modding
- Topic: Enter/Leave Game/Level Hook
- Replies: 6
- Views: 6556
Re: Enter/Leave Game/Level Hook
thank you all. thats good to know.
okay, a script entity especially for entering the game and pressure plates at the entrance points of dungeon levels, thats how to do it.
okay, a script entity especially for entering the game and pressure plates at the entrance points of dungeon levels, thats how to do it.
- Mon Nov 05, 2012 4:51 pm
- Forum: Modding
- Topic: External Scripts / Organisation
- Replies: 14
- Views: 16992
Re: External Scripts / Organisation
@3socks thank you so much! this is exactly what i was looking for. I will check it out after work.
- Mon Nov 05, 2012 4:11 pm
- Forum: Modding
- Topic: Enter/Leave Game/Level Hook
- Replies: 6
- Views: 6556
Enter/Leave Game/Level Hook
Hey all, Quick question: Are there any hooks we can use for scripting, when the party first enters the game. And, are there any hooks when the party enters or leaves a dungeon level? Otherwise i would have to place a invisible pressure plate on the parties starting/entering location. why? scripting ...
- Mon Nov 05, 2012 4:03 pm
- Forum: Modding
- Topic: Here's one for ya
- Replies: 5
- Views: 5377
Re: Here's one for ya
@ZeroAlligator thanks! creating random items on-the-fly is a bit too much for me right now (is there a clone function? did not know!)
but the idea with a master table and then selecting parts of it, copy them into a new table to use for loot drops is good!
but the idea with a master table and then selecting parts of it, copy them into a new table to use for loot drops is good!