It's from here, Drakkan had nothing to do with it.FeMaiden wrote:I must say I am very impressed by Eye of The Atlantis. i have never seen a mod with stuff like that in it.
giant leeches?
I was under the impression that we couldn't make brand new monster types in this.
or did you take the snail and use one of the other textures on it?.
custom character classes
Re: custom character classes
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.
Re: custom character classes
I see..
well, in any event i'm having fun .
I can't believe how freaking easy this is...just copy pasting the definitions from the asset pack and changing a few words and numbers...
my current project is not going to have a lot of this stuff, but this is awesome to know for future mods.
there's no reason to use ANY of the default assets, I could just make all sorts of new weapons and items.
I could finally make a gun that scales with the end game enemies. (the repeater is way underpowered IMO) (even the hand cannon is underpowered...)
but now my mod is at a standstill again, because I don't want to move forward and start putting the default items and monsters everywhere, only to decide later i want to customize them and then have to go back and change everything retroactively.
but maybe it's not a standstill, since I am making progress, with all the custom elements. I'm glad i thought of this early in development
I already had to fix like 4 boss fights in my mod because I decided to use my new updated skeleton commander without the loot drops. and then i'll just add my customized weapon to the items he is carrying from his "components" in the editor
I sort of get it now. I was getting annoyed at the language you guys use like "all you have to do is "simply" this, ot you can "easily" do that like this" and i thouhgt "yeah, it's "simple" to you guys, not to me" but now that I understand it, it really IS "simple".
it's too bad there aren't more modders out there that know this stuff. I have played some really well designed mods with challenging puzzles but the author didn't even know how to script a boss fight to make the life bar and custom music appear. (i also hate when they fill their LoG2 mod with empty flasks and bottles of water, that don't do anything lol)
on a side question, I've noticed the assassin dagger has a description that it causes life leech, stealing enemy health. but it does not actually DO that...what would I add to the item definition to actually make it steal life on hit. (although , I think that would be way OP...)
and another question, is there a way to take a monster and make certain parts of it invisible, like if I wanted to take a medusa and make her body invisible so she looks like a disembodies medusa head floating in the air?
well, in any event i'm having fun .
I can't believe how freaking easy this is...just copy pasting the definitions from the asset pack and changing a few words and numbers...
my current project is not going to have a lot of this stuff, but this is awesome to know for future mods.
there's no reason to use ANY of the default assets, I could just make all sorts of new weapons and items.
I could finally make a gun that scales with the end game enemies. (the repeater is way underpowered IMO) (even the hand cannon is underpowered...)
but now my mod is at a standstill again, because I don't want to move forward and start putting the default items and monsters everywhere, only to decide later i want to customize them and then have to go back and change everything retroactively.
but maybe it's not a standstill, since I am making progress, with all the custom elements. I'm glad i thought of this early in development
I already had to fix like 4 boss fights in my mod because I decided to use my new updated skeleton commander without the loot drops. and then i'll just add my customized weapon to the items he is carrying from his "components" in the editor
I sort of get it now. I was getting annoyed at the language you guys use like "all you have to do is "simply" this, ot you can "easily" do that like this" and i thouhgt "yeah, it's "simple" to you guys, not to me" but now that I understand it, it really IS "simple".
it's too bad there aren't more modders out there that know this stuff. I have played some really well designed mods with challenging puzzles but the author didn't even know how to script a boss fight to make the life bar and custom music appear. (i also hate when they fill their LoG2 mod with empty flasks and bottles of water, that don't do anything lol)
on a side question, I've noticed the assassin dagger has a description that it causes life leech, stealing enemy health. but it does not actually DO that...what would I add to the item definition to actually make it steal life on hit. (although , I think that would be way OP...)
and another question, is there a way to take a monster and make certain parts of it invisible, like if I wanted to take a medusa and make her body invisible so she looks like a disembodies medusa head floating in the air?
Re: custom character classes
viewtopic.php?f=23&t=8307&p=89154#p89154FeMaiden wrote:on a side question, I've noticed the assassin dagger has a description that it causes life leech, stealing enemy health. but it does not actually DO that...what would I add to the item definition to actually make it steal life on hit. (although , I think that would be way OP...)
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.
Re: custom character classes
another question, for making custom character classes and trait, where do I put the definitions?
in the LoG 2 asset pack, there exists a char_classes.lua and a traits.lua
but these files don't exist in the mod_assets.
I only have
dungeon
init
items
materials
monsters
objects
recipes
sounds
spells
tiles
I placed my ambient tracks in the the sounds.lua and they work but I don't know where to put the custom character class and trait definitions
unless it doesn't matter? can I just put them anywhere?
in the LoG 2 asset pack, there exists a char_classes.lua and a traits.lua
but these files don't exist in the mod_assets.
I only have
dungeon
init
items
materials
monsters
objects
recipes
sounds
spells
tiles
I placed my ambient tracks in the the sounds.lua and they work but I don't know where to put the custom character class and trait definitions
unless it doesn't matter? can I just put them anywhere?
Re: custom character classes
Yes.FeMaiden wrote:I don't know where to put the custom character class and trait definitions
unless it doesn't matter? can I just put them anywhere?
The different definition-files are just to stay on top on them. You can also start a new file - but mind that you have to write down the init-comand into the init-file (with a file-path). And don't mix up *.lua and *.txt files.
Re: custom character classes
so I could put sound definitions in the monsters. lua and monster definitions in the items.lua? they just have different names so I can remember what I put where?THOM wrote:Yes.FeMaiden wrote:I don't know where to put the custom character class and trait definitions
unless it doesn't matter? can I just put them anywhere?
The different definition-files are just to stay on top on them. You can also start a new file - but mind that you have to write down the init-comand into the init-file (with a file-path). And don't mix up *.lua and *.txt files.
also, where can I find the "icons" that the game sets for the traits? like , for example in the definition for the fighter trait, its says
Code: Select all
defineTrait{
name = "fighter",
uiName = "Fighter",
icon = 96,
description = "As a fighter you are a master of close combat. You are trained to use a wide variety of weapons.",
is there a list somewhere of all the "icons" and what number they are?
how do I add custom icon I made myself? what file format do they need to be?
Re: custom character classes
There are two main options that I know of.FeMaiden wrote:...how do I add custom icon I made myself? what file format do they need to be?
The first is the Grimrock Atlas Tool, created by Dr. John Wordsworth; and found here on his Grimrock projects page: http://www.johnwordsworth.com/legend-of-grimrock/
SpoilerShow

SpoilerShow
Re: custom character classes
argh...thanks for the info lol.
this looks like too much work for me right now.
not to mention the fact that I don't have photoshop, i've been doing my drawings in the default Paint program that's bundled in the windows install.
my treasure map images seem to be really small though when i apply them to the treasure map scroll, it's so small and hard to see where the "X marks the spot"
I'll just use the icons that the game offers and maybe later when i finish my mod, i'll go back in and do this...
I have my custom character class definitions in my materials.lua and they are working, so I got that done. the custom classes are more for flavor than anything else but I did adjust the stats as well.
this looks like too much work for me right now.
not to mention the fact that I don't have photoshop, i've been doing my drawings in the default Paint program that's bundled in the windows install.
my treasure map images seem to be really small though when i apply them to the treasure map scroll, it's so small and hard to see where the "X marks the spot"
I'll just use the icons that the game offers and maybe later when i finish my mod, i'll go back in and do this...
I have my custom character class definitions in my materials.lua and they are working, so I got that done. the custom classes are more for flavor than anything else but I did adjust the stats as well.
Re: custom character classes
If you are running on Windows, then get Paint.Net. It's free, and they created it to be a better MS-Paint. Paint.Net has native support for the DDS image format. You can use it for any texture alterations in Grimrock 1 & 2; not just icons ~mesh retexturing.FeMaiden wrote:...not to mention the fact that I don't have photoshop, i've been doing my drawings in the default Paint program that's bundled in the windows install.
Re: custom character classes
sounds good because I forgot to mention that since the default paint program does not allow me to save an image in DDS format, i then had to upload it to a digital conversion website and then i am unable to open the DDS files and look at them.
they work in my mod, but i can't look at them from my desktop.
so i guess i'll try this paint.net
they work in my mod, but i can't look at them from my desktop.
so i guess i'll try this paint.net