Unarmed Combat Skill
-
TheMatrixDragon
- Posts: 2
- Joined: Fri May 08, 2015 3:45 am
Unarmed Combat Skill
Anyone been able to mod this into LoG2?
Re: Unarmed Combat Skill
There's no reasonable way to do it, you'd need an onComputeAttackPower hook. The only way to change unarmed damage is to change strength which is obviously undesirable. Unarmed combat skill wouldn't really work with typical Grimrock 2 dungeons anyway, because the skill level cap is reached very quickly; having a solely skill-based (instead of skill-and-item-based) melee attack was a decent way to differentiate things in Grimrock 1, and certainly welcome when there was nothing differentiating swords/daggers/axes/maces except that axes/maces were crap and swords/daggers weren't. (Then there were the Grimrock 1 modders that decided to do the most baffling thing imaginable and add weapon upgrades to unarmed combat (brass knuckle weapons, spiked gauntlet weapons, etc.) and remove literally the only reason for unarmed combat's existence...)
But in Grimrock 2, you get the 5th skill level of any skill of your choice at level 5 (level 6 as a non-Skilled farmer), barring tomes of wisdom, so a skill-based attack caps out really, really fast - you see this effect already with spells. So to make unarmed combat work you'd need a fundamental change to the design of skills in Grimrock 2. Also, you'd presumably want to remove bare-hand casting.
If, for some reason, you still want to make an unarmed combat skill, and are willing to make it hideously inelegant, the best way available is to make characters wield a weapon to use it (probably flavoured as brass knuckles or a ring or something, since there's already a gloves slot), and change that weapon's base attack power/cooldown/whatever with skill. Happens to be utterly trivial to implement. The problem is, it means your unarmed combat skill doesn't work for attacks where the champion is actually unarmed, which is stupid. Despite that, it's the best you can do within Grimrock 2.
I am sure people have floated the idea of an item that automatically replaces bare hands whenever a champion has bare hands; this is actually a terrible idea because you'll have unwanted sounds/GUI elements/etc if the player clicks on the "bare hands" or hovers the mouse over them in the character sheet. The idea of replacing the item (or increasing strength) only when making the attack (or circumventing the melee attack system entirely) is even more terrible since it means the attack power displayed on the character sheet will be wrong.
Also, a possibly relevant piece of trivia: PartyComponent.onAttack() does not get called for unarmed attacks, which is kind of awful.
But in Grimrock 2, you get the 5th skill level of any skill of your choice at level 5 (level 6 as a non-Skilled farmer), barring tomes of wisdom, so a skill-based attack caps out really, really fast - you see this effect already with spells. So to make unarmed combat work you'd need a fundamental change to the design of skills in Grimrock 2. Also, you'd presumably want to remove bare-hand casting.
If, for some reason, you still want to make an unarmed combat skill, and are willing to make it hideously inelegant, the best way available is to make characters wield a weapon to use it (probably flavoured as brass knuckles or a ring or something, since there's already a gloves slot), and change that weapon's base attack power/cooldown/whatever with skill. Happens to be utterly trivial to implement. The problem is, it means your unarmed combat skill doesn't work for attacks where the champion is actually unarmed, which is stupid. Despite that, it's the best you can do within Grimrock 2.
I am sure people have floated the idea of an item that automatically replaces bare hands whenever a champion has bare hands; this is actually a terrible idea because you'll have unwanted sounds/GUI elements/etc if the player clicks on the "bare hands" or hovers the mouse over them in the character sheet. The idea of replacing the item (or increasing strength) only when making the attack (or circumventing the melee attack system entirely) is even more terrible since it means the attack power displayed on the character sheet will be wrong.
Also, a possibly relevant piece of trivia: PartyComponent.onAttack() does not get called for unarmed attacks, which is kind of awful.
Grimrock 1 dungeon
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
-
TheMatrixDragon
- Posts: 2
- Joined: Fri May 08, 2015 3:45 am
Re: Unarmed Combat Skill
Well that sucks, I loved my all unarmed combat party in the first game really powerfull. Thanks for all the info, perahaps the developers will do something sometime.