Congradulations with accomplishing your titanic work!

Started playing. The mod is much better now (I'm played an old version a year ago) Well done!

But I'm shamefully stuck in the first level

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#fxScripts:85: attempt to index field 'node' (a nil value)
stack traceback:
[C]: in function 'error'
[string "ScriptInterface.lua"]: in function 'setParticleSystem'
#fxScripts:85: in function <#fxScripts:77>
[string "ScriptEntity.lua"]: in function 'onMessageReceived'
[string "MessageSystem.lua"]: in function 'sendMessageToEntity'
[string "MessageSystem.lua"]: in function 'broadcastMessage'
[string "TriggerEvents.lua"]: in function 'fire'
[string "Timer.lua"]: in function 'update'
[string "Map.lua"]: in function 'updateEntities'
[string "Dungeon.lua"]: in function 'updateLevels'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk
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if (caster:getItem(7) ~= nil and caster:getItem(7).name == "magic_sphere") or (caster:getItem(8) ~= nil and caster:getItem(8).name == "magic_sphere") then
local heal_amount = math.random(3,5)*skill
else
local heal_amount = math.random(2,3)*skill
end
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party:getChampion(character_to_heal):modifyStat("health", heal_amount)
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local heal_amount
if (caster:getItem(7) ~= nil and caster:getItem(7).name == "magic_sphere") or (caster:getItem(8) ~= nil and caster:getItem(8).name == "magic_sphere") then
heal_amount = math.random(3,5)*skill
else
heal_amount = math.random(2,3)*skill
end
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champion:addTrait("aggressived", true)