Combined Alchemy Pack [Assets]

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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 »

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/?

There is preview of some potions ( this materials is animated :) )
Image
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 »

Nice visuals :)

As Akroma likes to always complicate everything :roll: , 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).

Some examples of what can be done:

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},
  },
},

User avatar
AndakRainor
Posts: 674
Joined: Thu Nov 20, 2014 5:18 pm

Re: Alchemy questions + discussion

Post by AndakRainor »

Hi,

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.

So I now use utils.script.resetTimeOfDay() and utils.script.advanceTime(dt) instead. The changes are in utils.lua and the party definition in init.lua.

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.

What do you think would be interesting new potions in the game and what have you already planned or done in your mods ?
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akroma222
Posts: 1029
Joined: Thu Oct 04, 2012 10:08 am

Re: Alchemy questions + discussion

Post by akroma222 »

AndakRainor wrote:There are 23 herbs in your pack ! Where is the recolored etherweed ? ;)
I know, I will add another Etherweed variant (although its kinda just a milkreed really - which I like more)
AndakRainor 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!).
I will sort that out soon and re-upload the pack
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/?
These look amazing ArdTru!! Downloading and testing out now....
AndakRainor wrote:As Akroma likes to always complicate everything :roll: , 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).
I really do complicate everything! Cant leave things well enough alone can I?? :lol:
I tried to script up what you have done here, but youve done a sterling job of it in comparison - thank you so much hey :D
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.
Nice catch!
AndakRainor 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.
I have not finalised my potion definitions yet
(most of my grimrock time has been working on my Locks & Traps GUI - which I will certainly share once its all shiny)
Ive also been house sitting at 2 different places so Ive had very little time in the last 2 weeks to mod things
However, here is my probable preliminary list with a rough description on what each does.
Alot of these are direct lifts from Labyrnith of lies, but some a brand new ideas - I will have my potion definitions, at least for level 1 alchemy, posted up soon.
SpoilerShow
Level 1

Healing potion (does not cure injuries/wounds - Injury kits do this and are a level 1 forgecraft item)
Energy potion (left as normal)
Fortifying Potion Gives Resist Injuries +50% (or doubles any existing bonuses - unsure which)
Regeneration balm Effectively casts the regeneration spell on 1 champion

Holy Water (bomb - with turn undead effects)
Smoke bomb (bomb) - creates darkness cloud and lets stealth champions (like rogue/ninja make an attempt to hide - Stealth Fighter trait related/custom functionality)
Flash bomb (bomb) - blinding/stunned effects
Sleep bomb (bomb) - sleeping effects

Level 2 onwards

Antidote cures some leasser conditions (nauseated, wild fever)
Vaccine cures disease only
Antivenom cures/reduces poison
Rejuventation potion restores 60 Health + 60 Energy
True Form potion cures petrified and removes Bear Form (and other polymorph conditions)
Panacea cures multiple greater conditions
Aether bomb (bomb) damages elementals/spirits (dispel dmg)
Shadow bomb (bomb) darkness cloud, blinding effects (undead immune) + attempt for champions to hide/Stealth
Invigoration potion energy / health regen & haste effects
Restoration potion Restores all Health & Energy + removes most conditions
Elixir of Life (ressurects a champion)
There are a fair few more but ideas are still floating about - yet to be confirmed, ill just add them to the herb pack, though
Will report back when I have some more content to add!!
Akroma 8-) :D
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akroma222
Posts: 1029
Joined: Thu Oct 04, 2012 10:08 am

Re: Combined Alchemy Pack [Assets]

Post by akroma222 »

Hey All,
check Original Post for nexus link
the Combined Alchemy Pack is ready for download
Thankyou to everyone who contributed toward this

Big Credits to ArdTru & AndakRainor for their modelling and scripting work :D :D

Hope you folks find it useful!
Akroma
User avatar
akroma222
Posts: 1029
Joined: Thu Oct 04, 2012 10:08 am

Re: Combined Alchemy Pack [Assets]

Post by akroma222 »

minor craelessness with Improved Energy Potion (icon & empty flask issues)
To correct, replace the Item & UsableItem components in the definition for Energy Potions (items.lua) with:
SpoilerShow

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,
		},
Next update will have this fixed
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