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Re: custom portaits in my mod

Posted: Fri Nov 13, 2015 5:59 am
by FeMaiden
yeah, I always tended to avoid looking for "free" programs online, because more often than not, they seem to be trojans. even when Google places it at the top of the list, I'll go to a website and immediately get hijacked and my antivirus pops up that it detected a potential threat.

so thanks for sharing those links, I appreciate it.

my mod is now down to 18 megabytes , so i'm probably going to publish it tomorrow. I have a couple of things I still want to fix.
I fixed the importing characters issue, so my characters can now be imported into another mod, the character that has had it's magic disable automatically gets it back when it is imported. so think of my mod, as "temporarily disabling your magic" kind of like an antimagic field in Wizardry and the Bard's Tale.

..that leads to another question, is it possible to script anti-magic zones in this?

Re: custom portaits in my mod

Posted: Fri Nov 13, 2015 8:32 am
by Drakkan
FeMaiden wrote: ..that leads to another question, is it possible to script anti-magic zones in this?
what about PartyComponent.onCastSpell setting to false ?

Re: custom portaits in my mod

Posted: Fri Nov 13, 2015 9:51 am
by FeMaiden
Drakkan wrote:
FeMaiden wrote: ..that leads to another question, is it possible to script anti-magic zones in this?
what about PartyComponent.onCastSpell setting to false ?
huh, you can do that? I guess I'll try it in the future, I promise I won't make a mod that disables magic all throughout again. if I try, it will just be small antimagic zones like in the old school wizardry and bard's tale games.
I dunno, maybe those have no place in Grimrock.
I played wizardry and Bards tale. so I have a sort of mindset, trying to make bard's tale like stuff in a dungeon master styled game.
I did play eye of the beholder but I never did dungeon master. I had an snes and found dungeon master snes controls to be too clunky. eye of the beholder allowed the player to use the snes mouse so I was able to play it like a pc game.

Re: custom portaits in my mod

Posted: Fri Nov 13, 2015 9:58 am
by Isaac
onCast should probably be a function that checks a boolean value in a script that you call, and returns that value. This way you can change the value at will to false when they should not be able to cast; and to true for when they are not in an anti-magic zone. It might be best to include some sort of feedback that it's impossible to cast ion the area.

Re: custom portaits in my mod

Posted: Fri Nov 13, 2015 2:03 pm
by Komag
I just wanted to reinforce that Notepad should be avoided, if only because of it's horrible LB/CR handling that can really severely mess up any programming attempted. Notepad++, on the other hand, is very good, designed by programmers for programmers.

Re: custom portaits in my mod

Posted: Fri Nov 13, 2015 4:07 pm
by Azel
Notepad++ was on my screen for the better part of last year virtually every day of the year during a consulting contract (moving data out of old ISAM files in to Microsoft Dynamics). Of course using Notepad to even view those ISAM files made no sense. In this discussion, however, FeMaiden was merely talking about viewing LoG LUA files. In that regard, claiming to "avoid Notepad" is a bit silly.

Yes Notepad++ is designed by programmers for programmers, but taking an elitist approach is highly misplaced, especially considering where we are: the Grimrock Modding forum. I mean really... the Grimrock Editor is to the Unreal/Unity engines as Notepad is to Notepad++ :shock:

Also, in this discussion, the reason we can't use Notepad to view minmay's files is because he has no CR's which is fine, but keep in mind that all files in the official Grimrock Asset Pack are perfectly viewable in Notepad.

Lastly, Notepad++ was written in C++ and the full source code is available here: https://github.com/notepad-plus-plus/notepad-plus-plus

Every one of those files can be viewed perfectly with just Notepad 8-)

Re: custom portaits in my mod

Posted: Fri Nov 13, 2015 4:14 pm
by petri
Azel wrote:the Grimrock Editor is to the Unreal/Unity engines as Notepad is to Notepad++ :shock:
What you of course mean is that the Dungeon Editor is a much more powerful and easier to use tool for creating dungeon levels than Unreal or Unity, right? ;-)

Re: custom portaits in my mod

Posted: Fri Nov 13, 2015 5:07 pm
by FeMaiden
I followed the link to notepad++, it's a really nice program.
Wordpad is okay too, I did not know about Wordpad until you guys told me

Re: custom portaits in my mod

Posted: Fri Nov 13, 2015 5:12 pm
by gambit37
WordPad isn't really designed for managing code, it's geared more towards writing simple text documents. You *can* use it for code, but NotePad++ is a far better option for coding. You might also try Sublime Text, which I use for web development.

Re: custom portaits in my mod

Posted: Fri Nov 13, 2015 7:39 pm
by FeMaiden
gambit37 wrote:WordPad isn't really designed for managing code, it's geared more towards writing simple text documents. You *can* use it for code, but NotePad++ is a far better option for coding. You might also try Sublime Text, which I use for web development.
yeah the notepad ++ is great, I just mentioned wordpad because it's something i never knew about until now. it's good for reading the readme, like the one that came with the dmcsb pack, I can finally read it instead of that dyslexic jumble that notepad showed me