Search found 20 matches
- Sun Dec 02, 2012 12:32 pm
- Forum: Modding
- Topic: [WIP] Forest Tileset sneak peek - UPDATE 10.jan
- Replies: 70
- Views: 78528
Re: [WIP] Forest Tileset sneak peek - UPDATE 2.Dec
Excellent work! What about the dungeon design and story of your project ?
- Tue Nov 27, 2012 2:27 pm
- Forum: Modding
- Topic: EDITOR Feature Requests (not bugs!)
- Replies: 317
- Views: 348136
Re: EDITOR Feature Requests (not bugs!)
- onProjectileHit working for spells projectiles.
- possibility to set a color for HudPrint
- possibility to set a color for HudPrint
- Thu Nov 22, 2012 10:38 pm
- Forum: Modding
- Topic: EDITOR Feature Requests (not bugs!)
- Replies: 317
- Views: 348136
Re: EDITOR Feature Requests (not bugs!)
Thank you Petri.
- Thu Nov 22, 2012 9:02 pm
- Forum: Modding
- Topic: EDITOR Feature Requests (not bugs!)
- Replies: 317
- Views: 348136
Re: EDITOR Feature Requests (not bugs!)
You're fast!
- Thu Nov 22, 2012 7:35 pm
- Forum: Modding
- Topic: EDITOR Feature Requests (not bugs!)
- Replies: 317
- Views: 348136
Re: EDITOR Feature Requests (not bugs!)
For me it would be:
- a way to set the target of a monster (party, item, monster, place...)
- a way to read/write all the characteristics of a monster (like health, evasion, etc.)
- anchorPos, anchorRotation, targetPos, targetSize and onInsertItem for Altars.
- a way to set the target of a monster (party, item, monster, place...)
- a way to read/write all the characteristics of a monster (like health, evasion, etc.)
- anchorPos, anchorRotation, targetPos, targetSize and onInsertItem for Altars.
- Wed Nov 21, 2012 3:39 am
- Forum: Modding
- Topic: Old-school dungeons from the DM community
- Replies: 3
- Views: 3753
Re: Old-school dungeons from the DM community
I think this might be more suited for General Discussion, but am not sure. Either way, looks pretty nifty. The dungeons use the same mechanisms as Grimrock like pressure pads, levers, counters, etc., so I see it as a free library of knowledge for the modding community. By the way, Petri is a long-t...
- Mon Nov 19, 2012 4:15 pm
- Forum: Modding
- Topic: Old-school dungeons from the DM community
- Replies: 3
- Views: 3753
Old-school dungeons from the DM community
Many of you know about Dungeon Master (1987), the ancestor of LoG and many others: Eye of the Beholder, Lands of Lore, Might and Magic, etc. Several clones allowed to reproduce the experience before Legend of Grimrock came with full 3d and modern graphics: CSBwin, RTC, DSB. There's a whole community...
- Mon Nov 19, 2012 3:54 pm
- Forum: Modding
- Topic: Bugs linked to editing
- Replies: 0
- Views: 2337
Bugs linked to editing
1) It is possible to set the health of a monster to zero, making it immune to damage (weapon attacks and damageTile commands).
2) When a projectile hits a monster, the onDamage hook brings an invalid self parameter.
2) When a projectile hits a monster, the onDamage hook brings an invalid self parameter.
Code: Select all
onDamage = function(self, damage, damageType)
-- self is an empty table!
end
- Sun Nov 18, 2012 4:15 am
- Forum: Modding
- Topic: [WIP] - Animation Editor - BETA Available
- Replies: 77
- Views: 86106
Re: [WIP] - Animation Editor - BETA Available
Here's what I' do: 1) copy the slime animation folder from 'asset_pack_v2\assets\animations\monsters\slime' to 'mod_assets\animations\half_slime'. 2) Run GrimrockAnimationEditor 3) Point to 'asset_pack_v2\assets\models\monsters\green_slime.model' and 'mod_assets\animations\half_slime' 4) In Presets-...
- Fri Nov 16, 2012 9:43 pm
- Forum: Modding
- Topic: EDITOR Feature Requests (not bugs!)
- Replies: 317
- Views: 348136
Re: EDITOR Feature Requests (not bugs!)
Good ideas. Being able to set the target destination of a monster would increase the customization of their AI tenfold.