Modding infodump

Ask for help about creating mods and scripts for Grimrock 2 or share your tips, scripts, tools and assets with other modders here. Warning: forum contains spoilers!
minmay
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Re: Modding infodump

Post by minmay »

If you read the Sky section you'll see that it is perfectly possible. Every aspect of skies can be changed dynamically, and spawning/destroying skies dynamically works too.
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akroma222
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Re: Modding infodump

Post by akroma222 »

.... :shock: :D :twisted:

Thankyou so much champ, you are truly a power house & we are lucky to have your help
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Duncan1246
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Re: Modding infodump

Post by Duncan1246 »

minmay wrote:If you read the Sky section you'll see that it is perfectly possible. Every aspect of skies can be changed dynamically, and spawning/destroying skies dynamically works too.
Well! So I have to experiment to understand how to modify the parameters. Thanks!
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minmay
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Re: Modding infodump

Post by minmay »

Added information about protection and evasion to the combat mechanics section. If I ever figure out player evasion (honestly, I would probably need someone else to tell me the formula) I'll move it to a wiki page.
I've also been working on documenting BrainComponent, but it's discouraging when literally nobody else has contributed to the wiki in 2016.
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Isaac
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Re: Modding infodump

Post by Isaac »

minmay wrote:Added information about protection and evasion to the combat mechanics section. If I ever figure out player evasion (honestly, I would probably need someone else to tell me the formula) I'll move it to a wiki page.
I've also been working on documenting BrainComponent, but it's discouraging when literally nobody else has contributed to the wiki in 2016.
Wiki editing is something that I've never really picked up as a hobby, or had any patience to learn. :oops:

It's probably a lot easier than I think.
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THOM
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Re: Modding infodump

Post by THOM »

Here is how to determine whether the party is underwater: if they are in a tile with the underwater flag (such as forest_underwater), and their world Y position is below -0.6, they are underwater. Otherwise, they are not.
But how to detect if the underwater flag is set to true? I don't know any possibility to check for a maptiles nor for a certain flag ???
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minmay
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Re: Modding infodump

Post by minmay »

The user scripting interface has no way to inspect tile bits, but you can e.g. define your tiles to place objects that generate a lookup table.
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Eburt
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Re: Modding infodump

Post by Eburt »

Is there a way to make materials with the Additive blend mode visible behind (or underneath) a water surface? For example, an underwater force field model will be partially or totally invisible when above water. Any way to fix that?
minmay
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Re: Modding infodump

Post by minmay »

Not possible, sorry.
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akroma222
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Re: Modding infodump

Post by akroma222 »

Hey minmay,
You've updated this thread, thanks for your time and effort here (will have another read soon!)

I am wondering - have you discovered any further info regarding Champion Evasion and how to manually replicate it??
In reference to:
SpoilerShow

Code: Select all

Now, the effect of evasion for players is a little different. It only affects melee MonsterAttackComponent attacks, champions always get hit by projectiles. An interesting special case: if the MonsterAttackComponent's accuracy is at least 100, or is false (not nil, not 0, but false) then the attack will always hit, ignoring evasion entirely.
This is where I'd like to post code for reproducing player evasion, but I can't actually figure out what the formula for player evasion is. There's something weird about the curve that I haven't figured out yet, in addition to luck.
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