Is possible to get it in
http://www.nexusmods.com/legendofgrimrock2/mods/67/?
There is preview of some potions ( this materials is animated


Code: Select all
{
potion = "potion_healing",
level = 1,
ingredients = {blooddrop_cap = 1, water_flask = 1},
upgrades = {
{traits = {"improved_alchemy"}, potion = "potion_greater_healing"},
},
},
{
potion = "potion_healing",
quantity = 2,
level = 3,
ingredients = {blooddrop_cap = 1, water_flask = 2},
upgrades = {
{traits = {"improved_alchemy"}, potion = "potion_greater_healing"},
},
},
{
potion = "fire_bomb",
level = 4,
ingredients = {blooddrop_cap = 1, blackmoss = 1},
upgrades = {
{traits = {"bomb_expert"}, quantity = 3},
{traits = {"double_throw"}, potion = "super_fire_bomb"},
{traits = {"bomb_expert", "double_throw"}, potion = "super_fire_bomb", quantity = 3},
},
},
I know, I will add another Etherweed variant (although its kinda just a milkreed really - which I like more)AndakRainor wrote:There are 23 herbs in your pack ! Where is the recolored etherweed ?
I will sort that out soon and re-upload the packAndakRainor wrote: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!).
These look amazing ArdTru!! Downloading and testing out now....AdrTru wrote:I made system for better vizualization potions. ( there arent defined effects of potions and icons )
Is possible to get it in
http://www.nexusmods.com/legendofgrimrock2/mods/67/?
I really do complicate everything! Cant leave things well enough alone can I??AndakRainor wrote:As Akroma likes to always complicate everything, I uploaded a new version of the alchemy system (version 0.3) here:
http://www.nexusmods.com/legendofgrimrock2/mods/60?
It integrates 5 herbs from grimrock 1 (realised the etherweed and milkreed was the exact same model) but no recolors for now.
In this version you can define multiple upgrades for a recipe, and the condition on each upgrade is a list of traits the champion must have (all of them).
Nice catch!AndakRainor wrote:I just updated Alchemy.zip on Nexus to version 0.3.2 to remove a bug with real time functions (so the version with no water bar and no real time is not concerned). I had a very old and wrong piece of code in utils.lua replacing GameMode.advanceTime(dt) and adding GameMode.resetTimeOfDay(), GameMode.getHours() and GameMode.getMinutes().
This is not save game compatible as you can see here.
I have not finalised my potion definitions yetAndakRainor wrote:I would be curious about your ideas about custom potions... I just added one for now in my mod, named "Potion of Oblivion"; it resets a champion's skills points, and uses a few new herbs shared by Akroma. Also for usage examples of the system, I added a recipe to make 2 healing potions with two water flasks and one blooddrop cap only, another for energy potions, and a new upgrade for super bombs crafting for champions maxed in throwing weapons.
Code: Select all
{
class = "Item",
description = ".......................",
gameEffect = "..........................",
stackable = true,
traits = {"item", "alchemy", "usable", "consumable", "potion"},
gfxAtlas = "mod_assets/textures/alchemyAtlas.tga",
gfxIndex = iff(i == 1,92,iff(i == 2,29,92)),
uiName = iff(i == 1,"Energy Potion",iff(i == 2,"Energy Flask","Improved Energy Potion")),
fragile = true,
impactSound = "glass_shatter_01",
weight = iff(i == 2,0.6,0.3),
primaryAction = iff(i == 2,nil,"energy"),
secondaryAction = iff(i == 2,"energizer",nil),
onInit = function(self)
if i == 2 then
self.go.energy:disable()
self.go.energizer:enable()
elseif i ~= 2 then
self.go.energizer:disable()
self.go.energy:enable()
end
end,
},
{
class = "UsableItem",
name = "energy",
sound = "consume_potion",
--emptyItem = "flask_large_empty",
onUseItem = function(self, champion)
-------------------------------
if i == 2 then
return false
end
------------------------------------
local amount = iff(i == 3,90,60)
local mult = 1
if champion:getRace() == "fae"
or champion:getRace() == "darkelf"
or champion:hasTrait("eldritch_armor") then
mult = mult * 1.25
end
if champion:getRace() == "dwarf" then
mult = mult * 0.75
end
----------------------------------------
champion:regainHealth(amount * mult)
champion:playHealingIndicator()
-------------------------------------
champions.script.addFlask(self.go, champion)
return true
end,
},