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Re: Ask a simple question, get a simple answer
Posted: Mon May 21, 2018 5:10 pm
by THOM
There was Phitt's Cozy Dungeon Pack for LoG1:
https://www.nexusmods.com/grimrock/mods/61
A conversion to LoG2 is included in minmay's Grimrock 1 Mega Pack [Alpha 1]:
viewtopic.php?f=22&t=14645&
Re: Ask a simple question, get a simple answer
Posted: Mon May 21, 2018 5:54 pm
by Curunir
Oh, god no! I thought there were no working conversions of those! Now I need those GR1 statues! And I thought I was done with custom assets... Here we go again, another week to be spent pruning...
Edit: Aaaaaaahh, automated asset definitions / imports, based on what you choose in the base file. Good ol minmay never fails to amaze!

A bow to the maestro!
God bless you minmay and original asset authors and THOM for linking this and pompidom for asking for chair assets! This pack is full of EXACTLY the sort of inspiration I needed! Thank you all! <3
Re: Ask a simple question, get a simple answer
Posted: Fri Jun 01, 2018 12:22 am
by Xardas
Question:
I want to make some kind of blinding light, which should make the Screen go bright, when a function is called,
so the Player is unable to see something for a short period of time.
I want a quick but smooth Transition from normal Screen to bright Screen and back to normal Screen.
Is it possible? If it is, how can i do it?
Re: Ask a simple question, get a simple answer
Posted: Fri Jun 01, 2018 3:02 am
by Isaac
Xardas wrote: ↑Fri Jun 01, 2018 12:22 am
Is it possible? If it is, how can i do it?
The built in functions are part of the GameMode object.
GameMode.fadeOut(0xffffff, 2)
GameMode.fadeIn(0xffffff, 2)
Color is in hex, 0x000000 is black, 0xffffff is white, 0x82A5FF is light blue.
Code: Select all
--call fadeOut, fadeOut calls fadeIn. Set delay (5) to be the duration that it stays a solid color.
function fadeOut()
local delay,fade,color = 5,1, 0xffffff
GameMode.fadeOut(color, fade)
delayedCall(self.go.id, delay, 'fadeIn', fade, color)
end
function fadeIn(fade, color)
fade, color = fade or 1, color or 0xffffff
GameMode.fadeIn(color, fade)
end
Re: Ask a simple question, get a simple answer
Posted: Fri Jun 01, 2018 12:03 pm
by Xardas
That´s what i´ve been looking for. Thanks

Re: Ask a simple question, get a simple answer
Posted: Fri Jun 08, 2018 4:40 pm
by Khollik
Hi everyone
I'm working on a new mod in which I'd like to implement breakable walls. I saw them in various mods but can't find the asset. I started by downloading Minmay's megapack but either it isn't included or I missed it...
Thanks for your help!
Khollik
Re: Ask a simple question, get a simple answer
Posted: Fri Jun 08, 2018 5:04 pm
by THOM
It's part of Skuggs Video Tutorial.
have a look her:
viewtopic.php?f=22&t=7055&start=70#p82105
The first entry of that thread has the code from this session along with a download link to the breakable walls asset.
Re: Ask a simple question, get a simple answer
Posted: Fri Jun 08, 2018 5:55 pm
by Khollik
Great !! Thank you THOM!
K.
Re: Ask a simple question, get a simple answer
Posted: Tue Jun 12, 2018 5:45 pm
by billb52
How do I do a script to open a door only when party drops all items from their inventory including hand slots?
Re: Ask a simple question, get a simple answer
Posted: Tue Jun 12, 2018 9:46 pm
by Zo Kath Ra
billb52 wrote: ↑Tue Jun 12, 2018 5:45 pm
How do I do a script to open a door only when party drops all items from their inventory including hand slots?
If I understand you correctly, you want this:
When the party is standing directly in front of a door, and nobody in the party is carrying any items, then the door opens (and stays open forever).
script_entity_1
Code: Select all
function openDoor()
local item_count = 0
for i = 1, 4 do
local champion = party.party:getChampion(i)
if champion then
for j = 1, ItemSlot.MaxSlots do
if champion:getItem(j) then
item_count = item_count + 1
end
end
end
end
if item_count == 0 then
dungeon_door_wooden_1.door:open()
end
end
timer_1
- timer component unchecked
- timerInterval = 0.1
- disableSelf = false
- triggerOnStart = true
- currentLevelOnly = true
- onActivate connected to script_entity_1 / openDoor()
floor_trigger_1
- onActivate connected to timer_1 / start
- onDeactivate connected to timer_1 / stop