Multiple magic schools spells pack

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AndakRainor
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Joined: Thu Nov 20, 2014 5:18 pm

Re: Multiple magic schools spells pack : new version availab

Post by AndakRainor »

Hello ! Well, I had to cut the file in two parts because this site wants me to get a premium account for files of 50 or more Mo.

When you use a zip archive cut in two files, normally you just open the first one, with the other parts next to it in the same folder and winzip or any archiver should work correctly (I use 7-zip). The archive contains one directory called "Summoning" you should put into your Documents\Almost Human\Legend of Grimrock 2\Dungeons folder as the root of any project for the dungeon editor.

If this does not work, I uploaded 2 alternative files which are non part archives, so winzip should not give you errors. You can get them and then extract and merge them in the common "Summoning" folder:
- dungeon_for_2.2.4_core_part.zip : contains the main assets for the dungeon, the spell pack and a few other things. The dungeon still needs the second zip file to work;
- dungeon_for_2.2.4_winter_tileset_by_Skuggasveinn.zip : as its title says ! The winter tileset and urban town needed in the test dungeon.
Granamir
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Joined: Wed Jan 07, 2015 7:19 pm

Re: Multiple magic schools spells pack : new version availab

Post by Granamir »

Downloaded your files, started dungeon, but cannot try spells.
No scrolls available and is not possible to cast without learning spells...
...so, i guess, u would set free casting or put scrolls inside your test dungeon
...however rain is nice, maybe u can set an easy way to try snow too
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AndakRainor
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Re: Multiple magic schools spells pack : new version availab

Post by AndakRainor »

Hey ! Please try this :
To help you test those spells :
- you have crystal shards on the floor in front of the starting position to cheat : leveling champions, the party learning all skills, one champion learning all spells or spawning all spell scrolls not known by any champion.
- some other items all around to test various effects such as the new enchantments spells.
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THOM
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Re: Multiple magic schools spells pack : new version availab

Post by THOM »

When I tried to use the scroll shard, it gave a message, that all scrolls were created, but I didn't saw them. Not in one inventory or on the floor.

I leveled up my champions and than had a look into the traits overview were all spells (and their gestures) have an entry.
THOM formaly known as tschrage
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AndakRainor
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Re: Multiple magic schools spells pack : new version availab

Post by AndakRainor »

There is a red shard that makes one champion learn all spells, and another red shard that spawns all scrolls not known by any champion. So you must choose one or the other, may be you already learned all spells before using the other shard ?

The green shard makes the party learn all skills, the blue one levels up the party.
Granamir
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Re: Multiple magic schools spells pack : new version availab

Post by Granamir »

They seems very interesting.
Nice work.
Thank you for sharing.
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AndakRainor
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Re: Multiple magic schools spells pack : new version availab

Post by AndakRainor »

Just updated the original post and the files shared, with a lighter version of the example dungeon that contains less file noise for people who would like to get the spells only in their own mod. Hope nothing is missing :P
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AndakRainor
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Re: Multiple magic schools spells pack

Post by AndakRainor »

Hello !

I just have uploaded an important update of the spell pack. Anyone who has made custom spells with projectiles, used or based their code on example in the pack should at least read the following update note or use the last version of the code :

Changes in the update :
- Most importantly, I realized the bug fix in Grimrock 2 Beta 2.2.1 about the ProjectileComponent:setCastByChampion() argument type (boolean replaced by champion ordinal number) was not used at all to set the champion ordinal of the hit effect (tiledamager or cloudspell). So with the previous pack custom projectile spells granted no XP to the party for a kill. This version fixes that with custom projectiles definitions that just do this hit effect setting;
- "fireball_large" replaced in all spells with "fireball_large_cast"
- "lightning_bolt_greater" replaced in all spells with "lightning_bolt_greater_cast"
- "frostbolt_5" replaced in all spells with "frostbolt_cast"
- "poison_bolt_greater" replaced in all spells with "poison_bolt_greater_cast"
- "frostburst_custom" replaced in all spells with "frostburst_cast"
- the hit function associated with all projectiles is updated accordingly

- Start position of a spawned projectile is now set in function of the caster position in the party.

- The "oracle" spell shows secrets detected distance in meter(s) instead of tiles.

- The "magic bridge" spell can now be cast over pits and at elevation -7. Also, the "magic_bridge" object is removed 1 second later after its floor trigger has been deactivated if not reactivated before, to fix a bug where you could fall on the bridge from above and it would just disappear and let the party fall.

- The "cure" condition spells no longer apply to alive champions, but to enabled champions instead. This allows the petrified condition to be cured because a petrified champion is not considered alive by the game.

- The "Teleportation" spell now memorizes the party's location when first cast, teleports the party to the memorized location on the second cast, then wipes it. So it no longer requires its spell scroll item to access the two functions... Don't forget to set your destination after each teleportation or it could be a little frustrating :)

- Some particles where added to the fire aura type spells.

- All the useless files where removed from the mod_assets/textures/particles directory.

- The files that changed the most are the scripts spells_functions.lua and objects.lua. Now the files found in the zip archive are all needed and used in the pack.

- An important balance pass has been made as I was working on other parts of my own dungeon mod. All castable spells are now custom to take in account the normalized formulas for spells attack power or duration. Those two values vary this way :
- For a single magic school spell : baseValue * (1 + skillLevel/5 + champion:getCurrentStat("willpower")/100)
- For a dual magic schools spell : baseValue * (1 + (skillLevel1 + skillLevel2)/10 + champion:getCurrentStat("willpower")/100)
- For a triple magic schools spell : baseValue * (1 + (skillLevel1 + skillLevel2 + skillLevel3)/15 + champion:getCurrentStat("willpower")/100)
- For a quadruple magic schools spell : baseValue * (1 + (skillLevel1 + skillLevel2 + skillLevel3 + skillLevel4)/20 + champion:getCurrentStat("willpower")/100)

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What do you think about the 1% more damage (or duration) from the base spell values per willpower point ? Too much, too little or bad formula ? I thought 1 flat attackPower of 1 additional second to duration would be too good for cheap spells, already generally better at efficiency.

Do you think the +20% power per skill point for single magic school spell versus +5% power on each school for the quadruple magic schools spell is fair ? It makes for example elemental storm less powerful than meteor storm when learned and requires to fill all elemental skill points to be equal. Should it be more powerful at high skill levels instead ?
billb52

Re: Multiple magic schools spells pack

Post by billb52 »

Hi AndakRainor where can I get your updated Multiple magic schools pack, these are awesome!
many thx.
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