Mystery Topic Revealed: Glögg Session Part 3!

Ask for help about creating mods and scripts for Grimrock 2 or share your tips, scripts, tools and assets with other modders here. Warning: forum contains spoilers!
Post Reply
MrChoke
Posts: 324
Joined: Sat Oct 25, 2014 7:20 pm

Re: Mystery Topic Revealed: Glögg Session Part 3!

Post by MrChoke » Wed Feb 25, 2015 2:35 pm

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.

User avatar
Isaac
Posts: 2949
Joined: Fri Mar 02, 2012 10:02 pm

Re: Mystery Topic Revealed: Glögg Session Part 3!

Post by Isaac » Wed Feb 25, 2015 2:38 pm

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.

User avatar
Drakkan
Posts: 1317
Joined: Mon Dec 31, 2012 12:25 am

Re: Mystery Topic Revealed: Glögg Session Part 3!

Post by Drakkan » Wed Feb 25, 2015 2:41 pm

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.
Eye of the Atlantis

User avatar
petri
Posts: 1898
Joined: Thu Mar 01, 2012 4:58 pm
Location: Finland

Re: Mystery Topic Revealed: Glögg Session Part 3!

Post by petri » Wed Feb 25, 2015 2:44 pm

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?

User avatar
Dr.Disaster
Posts: 2845
Joined: Wed Aug 15, 2012 11:48 am

Re: Mystery Topic Revealed: Glögg Session Part 3!

Post by Dr.Disaster » Wed Feb 25, 2015 2:49 pm

Frenchie wrote:I thought ORRR1 was a LoG1 mod and ORRR2 was a LoG2 mod?
Both are LoG1 mods.

User avatar
Ciccipicci
Posts: 154
Joined: Mon Oct 08, 2012 12:55 am

Re: Mystery Topic Revealed: Glögg Session Part 3!

Post by Ciccipicci » Wed Feb 25, 2015 2:55 pm

THOM thanks but your code, added to tiles.lua, crash the editor when I add it on my dungeon.

User avatar
THOM
Posts: 1130
Joined: Wed Nov 20, 2013 11:35 pm
Location: Germany - Cologne
Contact:

Re: Mystery Topic Revealed: Glögg Session Part 3!

Post by THOM » Wed Feb 25, 2015 2:59 pm

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
_______________________________________________
My MOD (LoG1): Castle Ringfort Thread
My MOD (LoG2): Journey To Justice Thread | Download

User avatar
JKos
Posts: 464
Joined: Wed Sep 12, 2012 10:03 pm
Location: Finland
Contact:

Re: Mystery Topic Revealed: Glögg Session Part 3!

Post by JKos » Wed Feb 25, 2015 2:59 pm

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

User avatar
Ciccipicci
Posts: 154
Joined: Mon Oct 08, 2012 12:55 am

Re: Mystery Topic Revealed: Glögg Session Part 3!

Post by Ciccipicci » Wed Feb 25, 2015 3:15 pm

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!

User avatar
petri
Posts: 1898
Joined: Thu Mar 01, 2012 4:58 pm
Location: Finland

Re: Mystery Topic Revealed: Glögg Session Part 3!

Post by petri » Wed Feb 25, 2015 3:29 pm

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

Post Reply