[ASSETS] Zimber's Assets v1.10 [vampire/archer + Goodbye]

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zimberzimber
Posts: 432
Joined: Fri Feb 08, 2013 8:06 pm

Re: [ASSETS] Zimber's Assets v1.10 [vampire/archer + Goodbye

Post by zimberzimber » Sat Mar 10, 2018 12:44 pm

AndakRainor wrote:Hi! there is a missing object definition for your demon: charge_damage_hack
I looked at the code of this charge, what is the point of it? Did you have a problem with the normal MonsterChargeComponent behavior?
No that's just a remnant from when I haphazardly tried merging assets from my WIP dungeon with the asset pack.
It had a custom damage/death filter for the heroes, and I had to do some hacky stuff to get it to read damage from the charge component.
My asset pack [v1.10]
Features a bit of everything! :D

Badgert
Posts: 232
Joined: Sun Jan 29, 2017 6:14 pm

Re: [ASSETS] Zimber's Assets v1.10 [vampire/archer + Goodbye

Post by Badgert » Tue Apr 24, 2018 6:54 pm

A few observations about using this version:

1 - when the game is saved, a message always appears
"warning! game object property not saved: scape_camera.camera.camera"

2 - monster Demon - when making a dash towards the group, the game always crashes with an error

3 - monster tentacles - always the game crashes with an error
[string "Animation.lua"]:0: File not found: assets/animations/monsters/drainage_tentacles/drainage_tentacles_attack_from_back.animation
stack traceback:
[C]: in function 'load'
[string "Animation.lua"]: in function 'loadProperties'
[string "GameObject.lua"]: in function 'initComponents'
[string "Arch.lua"]: in function 'spawn'
[string "DungeonEditor.lua"]: in function 'addObjectTool'
[string "DungeonEditor.lua"]: in function 'mapView'
[string "DungeonEditor.lua"]: in function 'update'
[string "Grimrock.lua"]: in main chunk

Can this be somehow corrected?
Thank you!

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zimberzimber
Posts: 432
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Re: [ASSETS] Zimber's Assets v1.10 [vampire/archer + Goodbye

Post by zimberzimber » Wed Apr 25, 2018 12:53 am

1 - when the game is saved, a message always appears
"warning! game object property not saved: scape_camera.camera.camera"
minmay wrote:That warning will always appear when you save the game while the current camera is not the default one. It's harmless and can be safely ignored.
2 - monster Demon - when making a dash towards the group, the game always crashes with an error
Until I release a fix, you can just remove this code snippet from demon.lua
Image
3 - monster tentacles - always the game crashes with an error
Will look into it
My asset pack [v1.10]
Features a bit of everything! :D

Slayer82
Posts: 300
Joined: Thu Feb 05, 2015 10:19 am

Re: [ASSETS] Zimber's Assets v1.10 [vampire/archer + Goodbye

Post by Slayer82 » Wed Apr 25, 2018 12:54 am

Hi, Badgert.

1. The camera issue when saving the game is something that looks ugly and is annoying to see each time your saved mod loads, but I was told there's no workaround by Zimber and Minmay.
I feel there is one, but no one has come up with a viable solution.

2. I have the same issue with the Demon, too. I assume this is an asset or monster brain issue when using it in a custom mod, because it works on Zimber's test dungeon.

3. I haven't tried the tentacle monster, but I think it has something to do with adding the legend of Grimrock 1 assets and adding them to your dungeon in full.

Perhaps you should message ZImber to see if they can offer a solution to the above issues.

I'm sorry that I can't offer solutions.

EDIT - Oops, Zimber beat me to it.
Mods - Isle of the Deranged & The Allure of Nightfall
http://grimrock.net/forum/viewtopic.php?f=23&t=9513
viewtopic.php?f=23&t=14762

Badgert
Posts: 232
Joined: Sun Jan 29, 2017 6:14 pm

Re: [ASSETS] Zimber's Assets v1.10 [vampire/archer + Goodbye]

Post by Badgert » Mon Jun 11, 2018 8:03 am

Good afternoon!
I want to make sure that my magicians can use spells only if they have a scroll of this spell.
I use this script:

defineObject{
name = "party",
baseObject = "party",
components = {
{
class = "Party",
onCastSpell =
function(party,champion,spellName)
local itemName = "scroll_"..spellName
for i = 1, 32, 1 do
if champion:getItem(i) ~= nil and champion:getItem(i).go.name == itemName then
return true
end
end
hudPrint(champion:getName().." needs to have the spell scroll on him to be able to cast it")
return false
end
}
}
}

I place it in the file objects.lua
Everything works as planned.
But as soon as I connect zim_assets v1.10-75-v1-10 the script stops working and the magicians begin to read spells without scrolls.

Tell me, what am I doing wrong?
Or, how can this situation be remedied?

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zimberzimber
Posts: 432
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Re: [ASSETS] Zimber's Assets v1.10 [vampire/archer + Goodbye]

Post by zimberzimber » Mon Jun 11, 2018 12:11 pm

Twy writing that into the party definition inside he zim_party.lua file
I think my definition just overrode yours
My asset pack [v1.10]
Features a bit of everything! :D

Badgert
Posts: 232
Joined: Sun Jan 29, 2017 6:14 pm

Re: [ASSETS] Zimber's Assets v1.10 [vampire/archer + Goodbye]

Post by Badgert » Mon Jun 11, 2018 8:59 pm

I'm not an expert. If it's not difficult, tell me what file to change and how?

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zimberzimber
Posts: 432
Joined: Fri Feb 08, 2013 8:06 pm

Re: [ASSETS] Zimber's Assets v1.10 [vampire/archer + Goodbye]

Post by zimberzimber » Mon Jun 11, 2018 10:50 pm

If you've gotten as far as adding a hook to onCastSpell, no reason you shouldn't understand adding your snippet to the defined party in my scripts...
My definition is located a \mod_assets\zim_assets\zim_party.lua, find onCastSpell function in the definition, and add your code there.
My asset pack [v1.10]
Features a bit of everything! :D

Badgert
Posts: 232
Joined: Sun Jan 29, 2017 6:14 pm

Re: [ASSETS] Zimber's Assets v1.10 [vampire/archer + Goodbye]

Post by Badgert » Tue Jun 12, 2018 8:30 am

Many thanks! Now everything is clear!

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