Mystery Topic Revealed: Glögg Session Part 3!

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MrChoke
Posts: 324
Joined: Sat Oct 25, 2014 7:20 pm

Re: Mystery Topic Revealed: Glögg Session Part 3!

Post by MrChoke »

Hi my requests are very short:

1) brain.seesPartry is not working correctly (lastPartySeen is also updated incorrectly). In the 2.1.9 thread, I have a test dungeon uploaded to show this. The monster can see the party thru door components sparse or not. Only for a turn or two but he does.

The only other things I can think are outside of LUA. It would be:

2) Can the console window be made larger or have a vertical scroll bar?


Thanks
Last edited by MrChoke on Wed Feb 25, 2015 2:39 pm, edited 1 time in total.
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Isaac
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Joined: Fri Mar 02, 2012 10:02 pm

Re: Mystery Topic Revealed: Glögg Session Part 3!

Post by Isaac »

Could we get additional damage and immunity types? Perhaps arbitrary string match? Define a sword as "slash" damage, and define a monster as immune to slash damage?

We could redefine all undead as taking less damage from [slash] edged weapons, or define weapons that do ethereal damage, or spells that do psionic damage...
Last edited by Isaac on Wed Feb 25, 2015 2:42 pm, edited 1 time in total.
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Drakkan
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Re: Mystery Topic Revealed: Glögg Session Part 3!

Post by Drakkan »

still hoping for that custom alchemy panel ;) :d

and one more request if possible - I´d like to objects in editor to be automatically placed in correct height according to the ground elevation. Currently everything placed has height 0 and that means lots of work when editing in different heights as I need manually change every placed object...
Breath from the unpromising waters.
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petri
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Re: Mystery Topic Revealed: Glögg Session Part 3!

Post by petri »

Drakkan wrote:still hoping for that custom alchemy panel
Oh, but you should be able to do this and much more with the new onDrawAttackPanel hook?
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Dr.Disaster
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Re: Mystery Topic Revealed: Glögg Session Part 3!

Post by Dr.Disaster »

Frenchie wrote:I thought ORRR1 was a LoG1 mod and ORRR2 was a LoG2 mod?
Both are LoG1 mods.
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Ciccipicci
Posts: 154
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Re: Mystery Topic Revealed: Glögg Session Part 3!

Post by Ciccipicci »

THOM thanks but your code, added to tiles.lua, crash the editor when I add it on my dungeon.
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THOM
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Re: Mystery Topic Revealed: Glögg Session Part 3!

Post by THOM »

Ciccipicci wrote:THOM thanks but your code, added to tiles.lua, crash the editor when I add it on my dungeon.
Ouch! Sorry.

I am at work and scripted it very fast. Have to look at it at home. Will send you later a propper version (in my mod I have this implemented so I know: it works!).
THOM formaly known as tschrage
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JKos
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Re: Mystery Topic Revealed: Glögg Session Part 3!

Post by JKos »

Wow, there is some really great additions, I'm at work now and can't really focus to this but how about:

Party.onDrawSpellPanel(self, champion, g, x, y, scaleX, scaleY, translationX, translationY) if the hook returns false the spell panel isn't drawn and runes can not be selected, this way we could easily override the default casting system.

Party.onClickItemSlot(party,champion,slot,mouseButton)
- LoG Framework 2http://sites.google.com/site/jkoslog2 Define hooks in runtime by entity.name or entity.id + multiple hooks support.
- cloneObject viewtopic.php?f=22&t=8450
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Ciccipicci
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Re: Mystery Topic Revealed: Glögg Session Part 3!

Post by Ciccipicci »

Thank you very much THOM! I'll wait a pm!

Petri, for a future update/Addon, can you think to create a set of deadly traps? I think they can improve gameplay!
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petri
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Re: Mystery Topic Revealed: Glögg Session Part 3!

Post by petri »

Added GameMode.setGameFlags(flag, value) and getGameFlags(flag). Possible flags are PauseGame, HideGui, DisableMovement, DisableMouseLook, DisableMonsterAI and DisableKeyboardShortcuts.
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