Инсталирайте Steam
вход
|
език
Опростен китайски (简体中文)
Традиционен китайски (繁體中文)
Японски (日本語)
Корейски (한국어)
Тайландски (ไทย)
Чешки (Čeština)
Датски (Dansk)
Немски (Deutsch)
Английски (English)
Испански — Испания (Español — España)
Испански — Латинска Америка (Español — Latinoamérica)
Гръцки (Ελληνικά)
Френски (Français)
Италиански (Italiano)
Индонезийски (Bahasa Indonesia)
Унгарски (Magyar)
Холандски (Nederlands)
Норвежки (Norsk)
Полски (Polski)
Португалски (Português)
Бразилски португалски (Português — Brasil)
Румънски (Română)
Руски (Русский)
Финландски (Suomi)
Шведски (Svenska)
Турски (Türkçe)
Виетнамски (Tiếng Việt)
Украински (Українська)
Докладване на проблем с превода
I'm not sure which traps you are talking about for the three spell types. If you mean something that launches fireballs at the party it's quite easy to do with either a timer and a spawner or a pressure plate and spawner, but saying "complete scripts" is very hard to provide here without a clearer description of what you want it to do.
Monsters need to go into monster.lua inside your dungeons save folder. Any changes to monster.lua will only take effect on loading your dungeon in the editor. If you have it open and changes something you will have to open it again.
cloneObject{
name = "skeleton_warrior_boss",
baseObject = "skeleton_warrior",
health = 250000000000,
attackPower = 10000
}
Now obviously I've just made these values up and this would be an un-killable skeleton who if he got a hit off would kill you instantly, change the values to find the effect you want. Also he will only be unique if you place one of him.
You then place a skeleton_warrior_boss exactly as you would any other object with the editor.
You can make it drop an item already by adding it to the monsters loot when you have placed it and click on it in the editor with the selection tool.
He wont look any different than a normal skeleton_warrior, if you want that you will have to make the new model yourself, but he will be much harder. It would probably be fairer to the players of your map that you warn them he's not normal if you can't change his appearance.
Can you help in creating such a thing?
Thank you again.
As for your trap.
You need three things and again no scripting necessary for something so simple.
Pressure plate. Spawner. Demon head on wall.
Set the pressure plat to trigger the spawner and set the spawner to spawn a fireball. It will never come out of the demon face but put the spawner in the square front of it and it will look right.
If you can explain how to do, I'll be very grateful.
In any case, thank you for your help. I've already solved 2/3 problems, in a short time, and this is very good!
Once I've learned how to do, it's done and I can finish my Dungeon (i've already complete the first 5 levels).
Thank you again, and I hope you can help me also in these last things.
This is the ultimate reference for what you can change and how to specify it in the monster.lua
http://www.grimrock.net/modding/asset-definitions-reference/
specifically look at the Monster section. Those are all the values you can change in the .lua file for your custom monster.
When it comes to artistic work though I fail I'm a programmer not a graphics creator.
Don't take this the wrong way, but the Workshop is full of dungeons where the authors use terrible Engrysh and it's destroying any mood/feeling of the game. If you intend to make adventures, please pay attention to all details, including linguistic ones.
At last, remember that I'm working also for you, and only for the sake of Legend of Grimrock community.
Goodbye.