scripting help

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ratman
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Joined: Fri Jan 10, 2020 1:13 am

scripting help

Post by ratman » Mon Jan 20, 2020 1:28 am

how do I make it so that when you place a certain item on altar, it removes it and replaces it with something else?

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Isaac
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Re: scripting help

Post by Isaac » Mon Jan 20, 2020 11:18 am

This really needs to be in the forum for your intended game; nearly all scripting advice will be very different between the two.

Question(s): [Assuming LoG2]
  • Do you intend that the user-placed item becomes something new when put upon the [empty] altar, or will there be an item already on the altar that must change into the new item? (If so, does this destroy the item placed?)
  • Is the user placed item stackable?

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Sir Tawmis
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Re: scripting help

Post by Sir Tawmis » Mon Jan 20, 2020 7:05 pm

As Isaac said - please post the questions in the proper sections of the forum.

We have sections for Legend of Grimrock 1 and 2, from general chatter, to actual scripting and modding.

Please let us know what game this is for and it will be moved to the proper section.
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ratman
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Joined: Fri Jan 10, 2020 1:13 am

Re: scripting help

Post by ratman » Tue Jan 21, 2020 12:42 am

grimrock 2
the item becomes something new and is not stackable.
I would try to do something like when the party places a gem on the altar it replaces it with a potion.

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Isaac
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Re: scripting help

Post by Isaac » Tue Jan 21, 2020 1:45 am

Code: Select all

altar_1.surface:addConnector('onInsertItem', self.go.id, "itemSwap")  --< change altar_1 to the ID of your altar >
function itemSwap(surface, item)
	local checkItem = "rock" -------------------------------< Name of the user placed item >
	local itemReplacement = "figure_skeleton" ----< Name of the replacement item >
		if item.go.item:getStackSize() < 2 and
			item.go.name == checkItem then
			item.go:destroy()
			surface:addItem(spawn(itemReplacement).item)
		end
end

ratman
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Joined: Fri Jan 10, 2020 1:13 am

Re: scripting help

Post by ratman » Tue Jan 21, 2020 1:59 am

when I put that in, it gives me a warning on line 5 saying 'attempt to index local 'item' (a nil value)

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Isaac
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Re: scripting help

Post by Isaac » Tue Jan 21, 2020 2:40 am

First (and you may have already), please double check that the copy / paste was exact.
I do not see this error in the editor or in the game. :o

*Also, please ensure that you are running version: 2.2.4 of the engine.

__________________________________

Here is the same script as above, but with an effect for the spawned item.
SpoilerShow

Code: Select all

altar_1.surface:addConnector('onInsertItem', self.go.id, "itemSwap")
function itemSwap(surface, item)
	local checkItem = "rock"
	local itemReplacement = "figure_skeleton"
		if item.go.item:getStackSize() == 1 and
			item.go.name == checkItem then
			item.go:destroy()
			surface:addItem(spawn(itemReplacement).item)
			--optional effect 
			surface.go:createComponent('Particle'):setParticleSystem('beacon_crystal')
			surface.go.particle:setDestroySelf(true)
			surface.go.particle:fadeOut(1)
			surface.go:playSound('teleport')
		end
end

ratman
Posts: 75
Joined: Fri Jan 10, 2020 1:13 am

Re: scripting help

Post by ratman » Tue Jan 21, 2020 3:04 am

I checked and I am running version 2.2.4 version, and I double checked the copy and paste. perhaps it is because of an asset pack I am using in my dungeon?

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Isaac
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Re: scripting help

Post by Isaac » Tue Jan 21, 2020 3:09 am

Try the script as-is, in a new project; place an altar and the rocks.
*Also, what is the item that you are using?
Image

ratman
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Joined: Fri Jan 10, 2020 1:13 am

Re: scripting help

Post by ratman » Tue Jan 21, 2020 11:54 pm

I tried again in the same project making the connecter to the script from the altar (I don't know why I didn't think of that earlier) and now on the same line the warning simply says "bad object"

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