Ask a simple question, get a simple answer
Re: Ask a simple question, get a simple answer
So... Auto use on equip?
- AndakRainor
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- Joined: Thu Nov 20, 2014 5:18 pm
Re: Ask a simple question, get a simple answer
I have a merchant who sells food. I gave two options; eat "on the spot" or "take away". If I can not use an item in the script, then I will have to remove the "on the spot" option, has it won't work for racial bonus food if I do not spawn an actual item and use it. So, is it possible ?
Re: Ask a simple question, get a simple answer
You make something with the onEquipItem hook [spawn item, and assign it (addConnector) a hooked function in a script entity, then add it to the Champion's inventory]; and use the equipmentItem component to manually check info and cause the desired effects.
*Speculation.
*Speculation.
- AndakRainor
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- Joined: Thu Nov 20, 2014 5:18 pm
Re: Ask a simple question, get a simple answer
In this situation, the desired effects are : update the food level of the champion (done, it works), execute the onUseItem function if it exists (done, it works / example : rotten_pitroot_bread has 50% chance to cause the diseased condition), AND then there is also the racial bonus effects but I have zero control over this part. It seems to be hard-coded. I mean the bonus stats a champion can get when a ratling eats cheese, a lizardman eats turtle eggs or an insectoid eats horned fruits. I have no idea how to do the same thing without the item being actually used manually by the player!
- Duncan1246
- Posts: 404
- Joined: Mon Jan 19, 2015 7:42 pm
Re: Ask a simple question, get a simple answer
In my mod, I have some levels with several elevation. So I think that the automap isn't easy to read. I wonder if it is possible to script something to split the automap by elevation?
The Blue Monastery (LOG1)
download at:http://www.nexusmods.com/grimrock/mods/399/?
Finisterrae(LOG2)
download at:http://www.nexusmods.com/legendofgrimrock2/mods/61/?
download at:http://www.nexusmods.com/grimrock/mods/399/?
Finisterrae(LOG2)
download at:http://www.nexusmods.com/legendofgrimrock2/mods/61/?
Re: Ask a simple question, get a simple answer
I don't know what all of those bonuses are offhand, but you can change the PC quite a bit with the champion functions, as far as stats go.AndakRainor wrote: I mean the bonus stats a champion can get when a ratling eats cheese, a lizardman eats turtle eggs or an insectoid eats horned fruits. I have no idea how to do the same thing without the item being actually used manually by the player!
*Have you considered spawning the item onto the mouse? The player has to do something with it, they will probably use it. Might very likely swap it for a weapon and use it; then return the weapon.
- AndakRainor
- Posts: 674
- Joined: Thu Nov 20, 2014 5:18 pm
Re: Ask a simple question, get a simple answer
Hello! I would like to read the resistAll value from an EquipmentItemComponent in a script. It seems it has no get or set function ? I can't access it as I do for example with EquipmentItemComponent:getResistFire(). Also how does this stat work ? Is it additive with for example resist fire ? From the values returned by getResistFire() it seems completly disconnected.
If I don't find a solution I will have no choice but to remove this stat from all items definitions and replace it with readable elemental resistances.
Here is an example of an object with this stat:
If I don't find a solution I will have no choice but to remove this stat from all items definitions and replace it with readable elemental resistances.
Here is an example of an object with this stat:
Code: Select all
defineObject{
name = "mirror_chestplate",
baseObject = "base_item",
components = {
{
class = "Model",
model = "assets/models/items/mirror_armor_chestplate.fbx",
},
{
class = "Item",
uiName = "Mirror Chestplate",
description = "Light reflected off the polished metal discs on this chest plate shimmers and dances around in a strange fashion.",
armorSet = "mirror",
armorSetPieces = 5,
gfxIndex = 239,
weight = 8.0,
traits = { "light_armor", "chest_armor" },
},
{
class = "EquipmentItem",
protection = 8,
resistAll = 5,
},
},
}
Re: Ask a simple question, get a simple answer
I've not tried this, or looked into it yet, but what stops anyone from just reading all the resistances separately? Couldn't one even write a function in their script that returns all the resistance values for a given PC?AndakRainor wrote:Hello! I would like to read the resistAll value from an EquipmentItemComponent in a script. It seems it has no get or set function ? I can't access it as I do for example with EquipmentItemComponent:getResistFire(). Also how does this stat work ? Is it additive with for example resist fire ? From the values returned by getResistFire() it seems completly disconnected.
- AndakRainor
- Posts: 674
- Joined: Thu Nov 20, 2014 5:18 pm
Re: Ask a simple question, get a simple answer
Yes the resistances of the champion are correctly modified by the resistAll stat. But as in this script I inspect the values of a given item, I don't think I should swap equipped items to look at champion's stats and try to get a value for resistAll this way. It would be better to directly get this value from the item itself (EquipmentItemComponent).
Re: Ask a simple question, get a simple answer
Ah... there is my answer.AndakRainor wrote:Yes the resistances of the champion are correctly modified by the resistAll stat. But as in this script I inspect the values of a given item, I don't think I should swap equipped items to look at champion's stats and try to get a value for resistAll this way. It would be better to directly get this value from the item itself (EquipmentItemComponent).

** However... if it all happened mid-frame, I don't believe it would be noticeable to the player.
I'm interested in the solution to this, because I'll probably be doing this myself soon.