Combined Alchemy Pack [Assets]

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!
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AdrTru
Posts: 223
Joined: Sat Jan 19, 2013 10:10 pm
Location: Trutnov, Czech Republic

Re: Alchemy questions + discussion

Post by AdrTru »

Yes, I working on system for crafting inspired by "Forge system".

I publishing it in time when will be done. ( cca 1 week I thing )
Now I scripting system for showing all known recipes with filtering by category and changing some data structures.

Actually my recipe have this (full) definition -( many of parameters dont need to define):

Code: Select all

-- e.g.
-- name     = "baked_maggot",								-- name of recipe (id) - usede for index name of recipe
-- UIname   = "Baked maggot",								-- for vizualization name
-- txt      = "",											-- text formated like scrool (vizualization recipe)
-- enable   = true,										-- switch for active/deactive recipe
-- visible   = true,										-- switch for active/deactive showing recipe in dialog
-- effect   = {timer = 1,  eff = "CrystalIce"},				-- particle definition(time-duration of recipe,tstop - time for FX after recipe, eff= particle def)
-- exp      = 30,											-- exp to be added to champions
-- target 	= {baked_maggot = {1,99},flask = {"1-2"}, ..},	** MUST BE  - definition of created items
-- source 	= {snail_slice = 1, ..},						** MUST BE  - definition of source items
-- need		= {"rope", ...},								-- item.name for objects as catalizator ( must be but isnt consumed -> tools )
-- trait	= {"alchemist",..}								-- needed traits for crafting
-- skill	= {light_weapons = 1, ..}						-- minimum value of champion skill for crafting
-- kind 	= "cooking",									-- parameter for shorting recipelist in recipe book ( not done yet ) eg. general/blacksmithing/alchemy ....
My LOG2 projects: virtual money, Forge recipes, liquid potions and
MultiAlcoveManager, Toolbox, Graphic text,
User avatar
AdrTru
Posts: 223
Joined: Sat Jan 19, 2013 10:10 pm
Location: Trutnov, Czech Republic

Re: Alchemy questions + discussion

Post by AdrTru »

I upload testing dung with Toolbox system to Nexus.
http://www.nexusmods.com/legendofgrimrock2/mods/66/?

Its a working version in test process.
And I am planing to make there some changes, maybe after some reaction.
My LOG2 projects: virtual money, Forge recipes, liquid potions and
MultiAlcoveManager, Toolbox, Graphic text,
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AndakRainor
Posts: 674
Joined: Thu Nov 20, 2014 5:18 pm

Re: Alchemy questions + discussion

Post by AndakRainor »

Great, the forum is back! I have a new version of the mortar and pestle to test on Nexus: http://www.nexusmods.com/legendofgrimrock2/mods/60/?
It removes a bug with item swap in the mortar gui, and implements minmay's advice on temporary item management and destruction... Please give me some feedback too ;)

Also, there is a second version without the water bar for champion and real time for day/night cycle.
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akroma222
Posts: 1029
Joined: Thu Oct 04, 2012 10:08 am

Re: Alchemy questions + discussion

Post by akroma222 »

Hey guys,
sorry for the late reply - for some reason I am having weird problems getting onto the forum?? (is that just me?)

Anyways, ArdTru -
Brilliant work man, your Toolbox system is way ahead of me (im learning lots)
As far as a Forge crafting system goes I am actually more than happy with what you have shared up
I have not started creating recipes yet but that is next on the list
The detail you have put into the recipes and the potential for cool traits or bonuses is great
Once I put together a recipe list I will send them over to you - or post them up here! :D

AndrakRainor -
Also fantastic work, works like a charm!!
I had to make some alterations, as when I tried putting custom herbs into the mortar slots it crashed out
and complained about the atlasWidth... I dont fully undertsand why that would be an issue but I made a slight change to this function:
SpoilerShow

Code: Select all

function getItemIcon(item)
	local atlas = item:getGfxAtlas()
	local index = item:getGfxIndex()
	if atlas == "mod_assets/textures/legacy_custom_icons_items1.tga" then
		local w = 13								--atlasWidth[atlas] or 
		local i,j = index%w, math.floor(index/w)
		return atlas, i*75, j*75, item:getStackable()
	else
		local i,j,k = index%200%13, math.floor(index%200/13), math.floor(index/200)
		atlas = "assets/textures/gui/items"..(k>0 and "_"..(k+1) or "")..".tga"
		return atlas, i*75, j*75, item:getStackable()
	end
end
and this works well for me (so far) - pls tell me if Ive done something terrible!

Also, I have all the herbs up and running - but am experiencing big dramas with ge.tt sharing (need to use a diff site methinks)
Ill get onto that so we can all pick and choose from them, but heres a snap of them in inventory
SpoilerShow
Image
I will also post my Alchemy recipes (along with the Forge crafting ones) asap 8-) :D
Akroma
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AndakRainor
Posts: 674
Joined: Thu Nov 20, 2014 5:18 pm

Re: Alchemy questions + discussion

Post by AndakRainor »

Yeah Akroma is back on the forum :D

Please go and download the version 0.2 on my Nexus page, it corrects a lot of things, including the previous bug about items swaping in the mortar. Also, in my code there is simply a table atlasWidth I use to store the width of images (number of icons on a line, not of pixels) for my custom items icons. I did not put it in the code you asked me because there is no custom items icons in that code extraction.

Frankly it would be better if you used it instead of replacing the line with a hard value for one atlas image only :o
Or if you use only 13 icons width atlases, then don't use it at all.

And sorry to be a little annoying here but at first I came to this thread to discuss, then I got private messages instead from you, Eleven Warrior and a few others asking for my work, I am glad to share it, but please take the time at least to read my replies, download my updates on Nexus and come in this thread to talk about alchemy, so I don't have to work separately for every one! (I still have a mod to work on!) Building up a system takes more time than that, I would appreciate some more sharing here. I am still waiting for herbs to add to my system, may be you could use the Nexus to share your assets instead of ge.tt (I also had problems with it recently).

Thanks!
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akroma222
Posts: 1029
Joined: Thu Oct 04, 2012 10:08 am

Re: Alchemy questions + discussion

Post by akroma222 »

Yup I got the latest version from Nexus, with all the fixes :D
And I will definitely put the Herbs up on Nexus - ge.tt is too much drama atm it seems

And I am underway creating some recipes & items too, which I will add to the Herbs!
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AndakRainor
Posts: 674
Joined: Thu Nov 20, 2014 5:18 pm

Re: Alchemy questions + discussion

Post by AndakRainor »

Oh just in case you didn't notice, you don't need to put the mortar in a champion's hands to use it as I see you did in your screenshot ;)

Also, for example here is my current atlasWidth table:

Code: Select all

atlasWidth = {
  ["mod_assets/textures/gui/items_atlas.tga"] = 5,
}
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akroma222
Posts: 1029
Joined: Thu Oct 04, 2012 10:08 am

Re: Alchemy questions + discussion

Post by akroma222 »

Yup, use mortar from inventory is good!

My Herbs pack is awaiting approval from Nexus now
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akroma222
Posts: 1029
Joined: Thu Oct 04, 2012 10:08 am

Re: Alchemy questions + discussion

Post by akroma222 »

Check OP for link to Herbs pack
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AndakRainor
Posts: 674
Joined: Thu Nov 20, 2014 5:18 pm

Re: Alchemy questions + discussion

Post by AndakRainor »

There are 23 herbs in your pack ! Where is the recolored etherweed ? ;)

edit: also, I found the models of grimrock 1 herbs in the asset pack so I think you could use it instead of adding model copies in your pack, and for recolored herbs, use a material in the object definition instead of duplicating the models files just to edit its material (save memory!).
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