Ask a simple question, get a simple answer
Re: Ask a simple question, get a simple answer
Disable the ItemComponent.
Grimrock 1 dungeon
Grimrock 2 resources
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Re: Ask a simple question, get a simple answer
Oh yeah - that was a good idea.
Portrait Not Working After Upload
Hello. I have a script that changes the 1st champion portrait. It works fine in the editor however once I have uploaded the mod to steam workshop it no longer fires off. Everything else in the script works except the portrait change.
Is the location wrong? Format? Again it fires off in the editor but not once uploaded to steam.
Code: Select all
function picture1()
party.party:getChampion(1):setPortrait("mod_assets/portraits/21_human_female.tga")
end
Re: Ask a simple question, get a simple answer
Only files that end with .dds, .lua, .model, .animation, .wav, .ogg, or .ivf will be exported. If the actual file in your mod_assets folder ends with .tga instead of .dds, then it won't be exported so it won't work.
Grimrock 1 dungeon
Grimrock 2 resources
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Grimrock 2 resources
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Re: Ask a simple question, get a simple answer
Min I appreciate the help as always however this one isn't solved yet. So I downloaded paint.net and converted the file to DDS and changed the file path accordingly in the script. It is still not firing off when exported. Works fine in the editor but not export. I tried searching more on the issue and came across a post stating that the .dds file must still be referenced as .tga in the script so I also tried that as well and it didn't work either. So now im back at square one. Thoughts?
Code: Select all
function yysara()
party.party:getChampion(1):setName("Yysara")
party.party:getChampion(1):setSex("female")
party.party:getChampion(1):setPortrait("mod_assets/portraits/21_human_female.tga") --also did .dds to no avail.
party.party:getChampion(1):trainSkill("athletics",1,true)
party.party:getChampion(1):trainSkill("alchemy",1,true)
party.party:getChampion(1):trainSkill("firearms",1,true)
party.party:getChampion(1):trainSkill("armors",-1,false)
party.party:getChampion(1):removeTrait("tough")
party.party:getChampion(1):removeTrait("agile")
party.party:getChampion(1):addTrait("weapon_specialization")
party.party:getChampion(1):setBaseStat("strength",14)
party.party:getChampion(1):insertItem(4,spawn("tattered_shirt").item)
party.party:getChampion(1):insertItem(5,spawn("torn_breeches").item)
party.party:getChampion(2):setEnabled(false)
party.party:getChampion(3):setEnabled(false)
party.party:getChampion(4):setEnabled(false)
end
Re: Ask a simple question, get a simple answer
You're being so vague about your problem that I can't really help you...for me, a .dds portrait, named with the .dds extension, and referred to in strings as if it had a .tga extension (like all textures in Grimrock) works fine both in the editor and in the main game after being exported.
Did you save it ending in '.DDS' or '.Dds' or '.dDS' or something? It has to be .dds, lowercase, like I said.
Did you save it ending in '.DDS' or '.Dds' or '.dDS' or something? It has to be .dds, lowercase, like I said.
Grimrock 1 dungeon
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
Re: Ask a simple question, get a simple answer
I was able to fix the issue by moving the portraits folder from mod_assets/portraits to mod_assets/textures/portraits. Thanks for helping with the dds
Re: Ask a simple question, get a simple answer
Hey All, looking for a quick easy solution....
I have a Skill that reduces the amount of weight of Ammo carried in a champs Offhand
When there is Ammo in 1 hand + a missile weapon in the other hand - the weight reduction bonus will go off
(Reduces weight of carried ammo by Skill Level ... so every level in this Skill effectively lets you carry 10 weightless arrows (weight 0.1), for example)
I would like to know the best simplest method to do this
Ive tried running something like this:
through the onRecomputeStats hook for the SKill...
Ive also tried running this:
through the ammo items equip hooks...
No luck, spent too much time on this, Im about to throw my pc out of a window - pls help!
(I know its simple so feel free to laugh all u like)
I have a Skill that reduces the amount of weight of Ammo carried in a champs Offhand
When there is Ammo in 1 hand + a missile weapon in the other hand - the weight reduction bonus will go off
(Reduces weight of carried ammo by Skill Level ... so every level in this Skill effectively lets you carry 10 weightless arrows (weight 0.1), for example)
I would like to know the best simplest method to do this
Ive tried running something like this:
SpoilerShow
Code: Select all
local item1 = champion:getItem(ItemSlot.Weapon)
local item2 = champion:getItem(ItemSlot.OffHand)
if item1 and item2 then
if (item1 and item1:hasTrait("ammo")
and item2 and item2:hasTrait("missile_weapon")) then
local w = item1:getWeight()
local wT = item1:getTotalWeight()
print("yes1", w, wT)
if item2.go.rangedattack:getAmmo() == item1.go.ammoitem:getAmmoType() then
print("yes2")
local count = 0
local w = item1:getWeight()
local stack = item1:getStackSize()
local weightT = w * stack
repeat
count = count + 1
until (count * w) >= level
item1:setWeight(wT - (count * w))
print("yes3", w, wT, stack, count)
end
elseif (item2 and item2:hasTrait("ammo")
and item1 and item1:hasTrait("missile_weapon")) then
local w = item2:getWeight()
local wT = item2:getTotalWeight()
print("yes1", w, wT)
if item1.go.rangedattack:getAmmo() == item2.go.ammoitem:getAmmoType() then
print("yes2")
local count = 0
local w = item2:getWeight()
local stack = item2:getStackSize()
local weightT = w * stack
repeat
count = count + 1
until (count * w) >= level
item2:setWeight(wT - (count * w))
print("yes3", w, wT, stack, count)
end
end
end
Ive also tried running this:
SpoilerShow
Code: Select all
onEquipItem = function(self, champion, slot)
---------------------------------------------reduce ammo weight
if slot == 1 or slot == 2 then
local stack = self:getStackSize()
local lvl = champion:getSkillLevel("missile_weapons")
local w = self:getWeight()
--local wT = self:getTotalWeight()
local count = 0
local sAmmo = slot
local sBow = 2
if sAmmo == 2 then
sBow = 1
end
local item1 = champion:getItem(sAmmo)
local item2 = champion:getItem(sBow)
if item1 and item1:hasTrait("ammo") and item2 and item2:hasTrait("missile_weapon") then
if item1.go.ammoitem:getAmmoType() == item2.go.rangedattack:getAmmo() then
while (count * w) < lvl do
count = count + 1
end
item1:setWeight((stack*w) - (count*w))
print(stack, w, count, lvl)
end
end
end
end,
onUnequipItem = function(self, champion, slot)
if self:getWeight() == 0 then
self:setWeight(0.1)
end
end,
No luck, spent too much time on this, Im about to throw my pc out of a window - pls help!
(I know its simple so feel free to laugh all u like)
Labyrinth of Lies (viewtopic.php?f=14&t=4400)
Legacy of Lies (viewtopic.php?f=22&t=12983&hilit=+legacy)
Legacy of Lies (viewtopic.php?f=22&t=12983&hilit=+legacy)
Re: Ask a simple question, get a simple answer
It's not clear to me what you're trying to do. Do you mean that the weight should be reduced by 1 kg for each skill level, or that the weight should be reduced by the weight of 10 ammo items per skill level?
In any case, you are pretty much going to have to check every frame - I suppose onRecomputeStats works as a hack for that, provided you never remove the skill. You need to change the weight of the ammo back to normal after it is fired, picked up (remember that the player can pick up only part of a stack), destroyed, etc. Just retrieving a piece of ammo after it is fired by the party is both non-trivial, and required for this to work. I genuinely cannot think of a way to cleanly implement the skill you are describing; I assure you that if a working solution exists at all, it will require a lot of hacks and easily-breakable assumptions. This is probably the least "simple" question that has ever been asked in this thread.
Considering that this skill would be completely useless, I don't think it's worth the complexity of implementing it. If you really want to have a skill that increases carrying capacity for ammo, why not just have the skill increase carrying capacity, like the Pack Mule trait? It will have the same end result without the complexity.
In any case, you are pretty much going to have to check every frame - I suppose onRecomputeStats works as a hack for that, provided you never remove the skill. You need to change the weight of the ammo back to normal after it is fired, picked up (remember that the player can pick up only part of a stack), destroyed, etc. Just retrieving a piece of ammo after it is fired by the party is both non-trivial, and required for this to work. I genuinely cannot think of a way to cleanly implement the skill you are describing; I assure you that if a working solution exists at all, it will require a lot of hacks and easily-breakable assumptions. This is probably the least "simple" question that has ever been asked in this thread.
Considering that this skill would be completely useless, I don't think it's worth the complexity of implementing it. If you really want to have a skill that increases carrying capacity for ammo, why not just have the skill increase carrying capacity, like the Pack Mule trait? It will have the same end result without the complexity.
Grimrock 1 dungeon
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
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Re: Ask a simple question, get a simple answer
Ahh yes - Total Offhand Ammo weight reduced by up to 1 kg per level of (Missile Weapons) Skill
I thought it might be nice touch seemings tonnes of ammo tends to use up the Max Load
(I already have Max Load + 4kg for each level of Athleticism Skill + Pack Mule gives you Immunity to Burdened now)
You do make a compelling argument minmay... its not essential material and it aint worth it the complexity and time
Thankyou for replying so quickly!
Akroma
I thought it might be nice touch seemings tonnes of ammo tends to use up the Max Load
(I already have Max Load + 4kg for each level of Athleticism Skill + Pack Mule gives you Immunity to Burdened now)
You do make a compelling argument minmay... its not essential material and it aint worth it the complexity and time
Thankyou for replying so quickly!
Akroma
Labyrinth of Lies (viewtopic.php?f=14&t=4400)
Legacy of Lies (viewtopic.php?f=22&t=12983&hilit=+legacy)
Legacy of Lies (viewtopic.php?f=22&t=12983&hilit=+legacy)