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Re: custom portaits in my mod
Posted: Thu Nov 12, 2015 1:35 am
by minmay
FeMaiden wrote:is this just the way it works and people won't be able to use my characters in other mods?
Yes.
Re: custom portaits in my mod
Posted: Thu Nov 12, 2015 1:47 am
by FeMaiden
minmay wrote:FeMaiden wrote:is this just the way it works and people won't be able to use my characters in other mods?
Yes.
alright then, I guess i'll put a warning in my mod description lol
it's too bad because
I had written a script on a special bonus screen after they beat my mod, allowing them to respec their characters to import them into other mods, but I guess i'm gonna have to remove it since it's irrelevant now...
Re: custom portaits in my mod
Posted: Thu Nov 12, 2015 10:55 am
by Komag
I wonder if it might be possible to "un-custom" the party with a script at the very end. That would be a strange thing to do, and you'd have to make all sorts of compromises, but it seems like a possible thing at least. Or maybe not, that's what I wonder.
Re: custom portaits in my mod
Posted: Thu Nov 12, 2015 11:16 am
by AndakRainor
What custom elements are allowed when using the import party function ? In my mod I added some traits to the skills system, but kept the original classes and races (and skills). I think in this case the game engine could simply remove the unknown traits, or rebuild the champion from its experience level.
Would it be okay to change some features of a class or race if the name (not UI name) is unchanged ?
Bonus question : what happens if two mods share the same custom elements for champion definitions?

Re: custom portaits in my mod
Posted: Thu Nov 12, 2015 12:30 pm
by minmay
Traits and skills seem to be removed from the champion if they are not found in the dungeon the party was imported into. But importing a class/race to a dungeon where a class/race with that name is not defined will cause a crash.
Re: custom portaits in my mod
Posted: Thu Nov 12, 2015 12:55 pm
by Dr.Disaster
minmay wrote:Traits and skills seem to be removed from the champion if they are not found in the dungeon the party was imported into.
Aye they are removed silently.
minmay wrote:But importing a class/race to a dungeon where a class/race with that name is not defined will cause a crash.
Indeed and it's rather easy to verify. My attempt to import the starting party from Drakkan's Eye of the Atlantis into another mod ended with this crash:
Code: Select all
[string "Champion.lua"]:0: invalid class: pirate
stack traceback:
[C]: in function 'assert'
[string "Champion.lua"]: in function 'setClass'
[string "Champion.lua"]: in function 'loadState'
[string "GameMode.lua"]: in function 'loadChampions'
[string "NewGameMenu.lua"]: in function 'importChampions'
[string "SaveGameMenu.lua"]: in function 'select'
[string "SaveGameMenu.lua"]: in function 'update'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk
Re: custom portaits in my mod
Posted: Thu Nov 12, 2015 1:24 pm
by AndakRainor
are skill points restored in this scenario of missing skills ?
Re: custom portaits in my mod
Posted: Thu Nov 12, 2015 1:43 pm
by Dr.Disaster
AndakRainor wrote:are skill points restored in this scenario of missing skills ?
No. Any skill points spend in custom skills that can't be imported are gone along with the custom skill.
Re: custom portaits in my mod
Posted: Thu Nov 12, 2015 2:15 pm
by AndakRainor
That's a problem... We can't check it at the beginning of a mod, because we don't know how many tomes were used for bonus skill points in the previous mod. And I guess we have no way to get this value. Also, all our mods seems to have very specific game rules changes that would be conflicting... I was thinking about Azel who told us he gives 2 skill points per level up for example.
However, I think it could be cool if the community agreed on
some common custom classes and races we could share among us to give more value to the import function. A lot of us make mods restricted (or strongly recommended) for a level 1 party, but don't you think it could be cool if the party from your mod could visit other mods as well ? Let's work as a team
Also I was thinking about the custom classes of FeMaiden's mod, and I have questions;
Do you force the starting champions, or do you let the player create them ?
Do you allow the original classes / races to be played or just your new ones ?
Do you also define new skills ?
If you don't allow the player to use the original classes, I was thinking maybe you could just override them then, by using the same names in your classes definitions but not the same UInames, so each of your classes could be directly linked to a basic class for the import option. This way you would not have anything to code to "uncustomize" your champions at the end of your mod.
Re: custom portaits in my mod
Posted: Thu Nov 12, 2015 2:35 pm
by Drakkan
AndakRainor wrote:That's a problem... We can't check it at the beginning of a mod, because we don't know how many tomes were used for bonus skill points in the previous mod. And I guess we have no way to get this value. Also, all our mods seems to have very specific game rules changes that would be conflicting... I was thinking about Azel who told us he gives 2 skill points per level up for example.
However, I think it could be cool if the community agreed on
some common custom classes and races we could share among us to give more value to the import function. A lot of us make mods restricted (or strongly recommended) for a level 1 party, but don't you think it could be cool if the party from your mod could visit other mods as well ? Let's work as a team
Also I was thinking about the custom classes of FeMaiden's mod, and I have questions;
Do you force the starting champions, or do you let the player create them ?
Do you allow the original classes / races to be played or just your new ones ?
Do you also define new skills ?
If you don't allow the player to use the original classes, I was thinking maybe you could just override them then, by using the same names in your classes definitions but not the same UInames, so each of your classes could be directly linked to a basic class for the import option. This way you would not have anything to code to "uncustomize" your champions at the end of your mod.
As for the agreed custom classes, this is in general nice idea of course, but it is not practical from many reasons... Mainly because there are like two custom mods nowadays working with this idea and I do not expect more than lets say 5 mods with custom classes... so I do not think such an agreement is "required".
Regarding your questions, this is dependable for every mod and what you want to achieve as a creator. I think generally is always better to give the player more options, so better to have more custom classes, races and skills, but I can imagine mods where you do not want such an option. Some players are also mentioning re-playability, which I do not actually agree with in case of Log2 - how many times you want replay some custom mod just because you want play it with different party ? My answer - zero.