Search found 69 matches
- Wed Nov 16, 2016 5:04 am
- Forum: Mod Creation
- Topic: [SCRIPT] Safe Ladder - descend ladders without falling
- Replies: 8
- Views: 11276
Re: [SCRIPT] Safe Ladder - Opinions?
I'm quite interested in this. I had wanted to do something similar, but never worked on it. Should the party descend "smoothly", or hesitate slightly on each "step"? (Implemented) Should the party make sounds as they step on "each rung"? (Implemented) Should the sound t...
- Wed Nov 02, 2016 2:02 am
- Forum: Grimrock 2 Discussion
- Topic: How well does the Str attribute scale?
- Replies: 4
- Views: 10847
Re: How well does the Str attribute scale?
That was quite enlightening. Thanks minmay, I appreciate the corrections. I guess I've been over-simplifying things.
- Wed Nov 02, 2016 12:55 am
- Forum: Grimrock 2 Discussion
- Topic: How well does the Str attribute scale?
- Replies: 4
- Views: 10847
Re: How well does the Str attribute scale?
Weapon damage all works the same, regardless of what it scales off of (except for firearms, which do not scale). The formula for average weapon damage is: base weapon average dmg + relevant attribute score - 10 The minimum damage is 50% of that (minimum of 1) and the maximum damage is 150% of that. ...
- Thu Oct 27, 2016 2:28 am
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3990
- Views: 3410305
Re: Ask a simple question, get a simple answer
Thanks Isaac. Yes, that works if the party is in front of something I want to place the item on, but I want to generally prevent them from throwing items at all when certain conditions are met. However, they may have to place items in surfaces, etc. under the same conditions. I tried attaching somet...
- Wed Oct 26, 2016 4:32 am
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3990
- Views: 3410305
Re: Ask a simple question, get a simple answer
Is there a way to prevent the party from throwing an item from the mouse pointer, but not prevent other functionality such as movement or placement of the item on a surface?
- Fri Oct 14, 2016 12:59 am
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3990
- Views: 3410305
Re: Ask a simple question, get a simple answer
How is "self" defined when used in the spell? My guess is self.go.id returns nil in your context.
- Mon Oct 10, 2016 12:17 am
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3990
- Views: 3410305
Re: Ask a simple question, get a simple answer
Thanks again minmay and Isaac. I think I understand where I was going wrong now.
- Sun Oct 09, 2016 11:11 pm
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3990
- Views: 3410305
Re: Ask a simple question, get a simple answer
Thanks for the replay minmay. Unfortunately, I'm not able to get it to export correctly using that script. Can't get the model to open in GMT or Grimrock (obviously meaning I don't know if the animation worked). I assume this is something wrong with the model itself, since importing a default asset ...
- Sun Oct 09, 2016 9:39 pm
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3990
- Views: 3410305
Re: Ask a simple question, get a simple answer
I'm having trouble with a custom animation. I export from Blender to fbx and use GrimFBX to generate the .model and .animation files. I do get a couple messages in GrimFBX, "GrimAnimation: Could not open file for writing." but it doesn't seem to matter - everything still loads into GMT jus...
- Wed Sep 28, 2016 5:25 am
- Forum: Mod Creation
- Topic: Shared life pools
- Replies: 5
- Views: 7818
Re: Shared life pools
You need to check to make sure the monster being healed actually has less health (otherwise it can just hurt it instead). Also, it will be impossible for the party to ever kill the monsters unless they can one-hit them. Any time damage is dealt to one, it will just be reset to the other's health poo...