However, if I understand it well, will an item is made of components. For example, is weight, or damage, a component for an item ? if so, can it be dynamically modified within the game, like onSpawn ? Because right now, if I want a dagger that does 5 damage, and a dagger that does 6 damages, I have to clone the object. Would the component system allow me to create a system that would give a random damage or weight to an object on spawn ? If yes, that would allow me to dramatically refine my crafting system
LoG 2 Modding
- cromcrom
- Posts: 549
- Joined: Tue Sep 11, 2012 7:16 am
- Location: Chateauroux in a socialist s#!$*&% formerly known as "France"
LoG 2 Modding
Hi, it seems LoG 2 envrionment and modding fetaures are really going to be great, at least exactly in my exterior/flexibility mood.
However, if I understand it well, will an item is made of components. For example, is weight, or damage, a component for an item ? if so, can it be dynamically modified within the game, like onSpawn ? Because right now, if I want a dagger that does 5 damage, and a dagger that does 6 damages, I have to clone the object. Would the component system allow me to create a system that would give a random damage or weight to an object on spawn ? If yes, that would allow me to dramatically refine my crafting system
However, if I understand it well, will an item is made of components. For example, is weight, or damage, a component for an item ? if so, can it be dynamically modified within the game, like onSpawn ? Because right now, if I want a dagger that does 5 damage, and a dagger that does 6 damages, I have to clone the object. Would the component system allow me to create a system that would give a random damage or weight to an object on spawn ? If yes, that would allow me to dramatically refine my crafting system
A trip of a thousand leagues starts with a step.
Re: LoG 2 Modding
I haven't really started working on the items yet but it should be possible to adjust most (if not all) item values from scripts. We should be much wiser nearer to the launch 
EDIT: we probably don't want to go overboard with components by making every property a separate component. A component costs much more memory than a simple property.
EDIT: we probably don't want to go overboard with components by making every property a separate component. A component costs much more memory than a simple property.
- cromcrom
- Posts: 549
- Joined: Tue Sep 11, 2012 7:16 am
- Location: Chateauroux in a socialist s#!$*&% formerly known as "France"
Re: LoG 2 Modding
Tx for your fast answer and time, Petri. It seemed that some items features in LoG were read only, and although it could be randomly defined (like giving a damage range of 3-6 for a dagger for example), the randomness would be set at the beginning of the game (all daggers would have a damage 4 in a game, or 6 in another one, for example).
I really wish you guys will find a way to allow for some randomness in item's values, that will be able to be dynamically changed through script within a game. The amount of items would then be almost infinite, and the crafting that much deeper. If so, I can't wait to create a Lost continent 2, with even more features ^^.
Take care,
Ivan
I really wish you guys will find a way to allow for some randomness in item's values, that will be able to be dynamically changed through script within a game. The amount of items would then be almost infinite, and the crafting that much deeper. If so, I can't wait to create a Lost continent 2, with even more features ^^.
Take care,
Ivan
A trip of a thousand leagues starts with a step.