
Ask a simple question, get a simple answer
Re: Ask a simple question, get a simple answer
It also goes without saying... that the LoG1 asset pack is not directly importable to LoG2. 

Re: Ask a simple question, get a simple answer
Well basically that was the part that confused me. Most of the contents was indeed already basic stuff available in the dungeon editor and then I stumbled on the snail and I was like huh.. that's new.
So basically, I don't have to worry about this asset pack for now and simply just keep building maps for now creating an openworld mod out there.
So no snails in my mod, easy. Best to keep it simple and able to understand it.
Thanx!
So basically, I don't have to worry about this asset pack for now and simply just keep building maps for now creating an openworld mod out there.
So no snails in my mod, easy. Best to keep it simple and able to understand it.
Thanx!

Re: Ask a simple question, get a simple answer
You can put snails in your mod, but it's best not to put them in proximity to doors. I don't recall offhand if the sound set for the snails exists in LoG2, but I think probably not. The snail monster definition would have to be defined in the LoG2 style, and sounds would have to be defined if they are to use them.
There are a lot of free sound effect libraries available online. Sonnis is very generous with theirs.
https://sonniss.com/gameaudiogdc18/
* If you are handy with Blender3D, it is possible to correct the snail animations, by using the Bitcopy import/export script, and Blender version 2.72.
viewtopic.php?f=22&t=8086
There are a lot of free sound effect libraries available online. Sonnis is very generous with theirs.
https://sonniss.com/gameaudiogdc18/
* If you are handy with Blender3D, it is possible to correct the snail animations, by using the Bitcopy import/export script, and Blender version 2.72.
viewtopic.php?f=22&t=8086
Last edited by Isaac on Sun Jun 24, 2018 8:06 pm, edited 1 time in total.
Re: Ask a simple question, get a simple answer
It's okay, my mod is slowly progressing, whenever I have some spare time.
I don't even want the stupid snails anymore
With the many custom assets that I was able to properly implement, it's looking rather exotic already compared to the vanilla LoG2 experience. That was my main goal. A town and exotic/custom maps both outside and inside. I'm getting more experienced in the dungeon editor by experimenting and just building along in general.
Already implemented aztec (uD)? dungeons, asian dungeon/library map, an overrun asian town map, a castle town map. redwood forests and currently building a DM themed castle dungeon.
One day...
I don't even want the stupid snails anymore

With the many custom assets that I was able to properly implement, it's looking rather exotic already compared to the vanilla LoG2 experience. That was my main goal. A town and exotic/custom maps both outside and inside. I'm getting more experienced in the dungeon editor by experimenting and just building along in general.
Already implemented aztec (uD)? dungeons, asian dungeon/library map, an overrun asian town map, a castle town map. redwood forests and currently building a DM themed castle dungeon.
One day...
Last edited by Pompidom on Sun Jun 24, 2018 8:09 pm, edited 1 time in total.
Re: Ask a simple question, get a simple answer
Even if you don't experiment with customized monsters —yet, The Blender links will allow you to add fully custom static assets like new walls, floors, and other objects. 
But the number 1 (and by far!) best and most useful asset, is becoming familiar with the Lua programming language; (which is what all of the game scripts are written in). With that, then the sky is the limit on custom assets, and game object behavior.

SpoilerShow
Re: Ask a simple question, get a simple answer
Hi
For a mod I'm working on, I'm trying to create an item which augments the fire magic skill by one when equiped. Is there an easy way to do it ?
this does not work:
Because it doesn't recognize "fire magic" as a valid component property of EquipmentItem.
I also tried :
Or champion:upgradeBaseStat(name, value)
Or champion:addStatModifier(name, amount)
But none of this works (it seems that fire magic is not recognized as a base stat).
Champion:trainSkill(name, times) just upgrades the stat on and on as long as the item is equiped.
The most logical would be to use champion:trainSkill() when the item is equiped (and not onRecomputeStats) but then I didn't find a way to remove one skill point, so that I could check onUnequipItem().
Any advice here ?
Khollik
For a mod I'm working on, I'm trying to create an item which augments the fire magic skill by one when equiped. Is there an easy way to do it ?
this does not work:
Code: Select all
{
class = "EquipmentItem",
protection = 3,
evasion = 3,
energy = 10,
fire_magic = 1,
},
I also tried :
Code: Select all
onRecomputeStats = function(self, champion)
champion:modifyBaseStat("fire_magic",1)
end
Or champion:addStatModifier(name, amount)
But none of this works (it seems that fire magic is not recognized as a base stat).
Champion:trainSkill(name, times) just upgrades the stat on and on as long as the item is equiped.
The most logical would be to use champion:trainSkill() when the item is equiped (and not onRecomputeStats) but then I didn't find a way to remove one skill point, so that I could check onUnequipItem().
Any advice here ?
Khollik
Re: Ask a simple question, get a simple answer
You can use the ItemComponent's onEquip / onUnequip hooks, eg:
SpoilerShow
Code: Select all
onEquipItem = function(self, champion, slot)
if slot == 1 or slot == 2 then
if champion:getRace() == "your_race" then
local item1 = champion:getItem(ItemSlot.Weapon)
local item2 = champion:getItem(ItemSlot.OffHand)
if item1 and item1:hasTrait("sword") and item2 and item2:hasTrait("sword") then
traitManager.script.addTrait(champion,"traitytrait",false)
end
end
if champion:getClass() == "this_class" or champion:getClass() == "that_class" then
skillManager.script.skillUp(champion,"accuracy", 1, false)
end
end
end,
onUnequipItem = function(self, champion, slot)
if slot == 1 or slot == 2 then
if champion:getRace() == "your_race" then
local item1 = champion:getItem(ItemSlot.Weapon)
local item2 = champion:getItem(ItemSlot.OffHand)
if item1 and item1:hasTrait("sword") and item2 and item2:hasTrait("sword") then
traitManager.script.removeTrait(champion,"traitytrait",false)
end
end
if champion:getClass() == "this_class" or champion:getClass() == "that_class" then
skillManager.script.skillDown(champion,"accuracy", 1, false)
end
end
end,
These are scripts that enable the equipping of items that raise / lower skills / stats / & add / remove traits safely
Do a quick search of this forum with those 2 key words and youll find a few helpful threads w links
Labyrinth of Lies (viewtopic.php?f=14&t=4400)
Legacy of Lies (viewtopic.php?f=22&t=12983&hilit=+legacy)
Legacy of Lies (viewtopic.php?f=22&t=12983&hilit=+legacy)
Re: Ask a simple question, get a simple answer
Here is a ring item that does this.
The relevant features are in the equipItem hooks.
The relevant features are in the equipItem hooks.
Code: Select all
-- Deleted in favor of using an EquipmentItem component.
Last edited by Isaac on Mon Jun 25, 2018 10:27 pm, edited 3 times in total.
Re: Ask a simple question, get a simple answer
Isaac / Khollik, I think using only:
....can result in some bugs....
for example: If champ is on skill lv5, equips the ring (staying at lv5) then unequips it... champ will go down to skill lv4 (essential losing points of skill)
Code: Select all
champion:trainSkill("fire_magic",1) and champion:trainSkill("fire_magic", -1)
for example: If champ is on skill lv5, equips the ring (staying at lv5) then unequips it... champ will go down to skill lv4 (essential losing points of skill)
Labyrinth of Lies (viewtopic.php?f=14&t=4400)
Legacy of Lies (viewtopic.php?f=22&t=12983&hilit=+legacy)
Legacy of Lies (viewtopic.php?f=22&t=12983&hilit=+legacy)
Re: Ask a simple question, get a simple answer
This is good to know.

I'll update it.
*There is also the 'Fire Mastery' trait to handle, when the ring is removed.
Last edited by Isaac on Mon Jun 25, 2018 10:25 pm, edited 2 times in total.