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Isaac wrote:The obvious choice is remove the "hand_caster" trait, but that seems to be hard coded; it does not get removed, and is impossible to add by champion:addTrait("hand_caster").
Sorry, missed this question. If you use defineTrait() to define a trait called "hand_caster" (with no additional effects) then you should be able to add and remove the trait at will and it will work like you want it to.
That's freakishly awesome! I need to remember to try things like that; it's not the first time you've mentioned re-defining traits.
** It does indeed allow for adding and removing the trait to the PCs, but it doesn't seem to allow the removal of the trait from mages.
Isaac wrote:it doesn't seem to allow the removal of the trait from mages.
Oh, that's just because traits that are inherent to a champion's race or class can't really be successfully removed. Just take "hand_caster" out of the definition for battle_mage and wizard, and manually add it at the start of the game instead for those classes, and it should work.
A good Question there zimberzimber - does anyone have a good solution to a (pseudo-paralyzed) effect...??
I have thought of attaching a hidden trait to a 'Frozen/Entangled/KO'd/whatever' Condition which will increase a champs cooldown to ... well math.huge maybe?
Then getting the Condition (or hidden trait... or a timer) to force the champion to attack or cast - returning false (so there is no attack or spell fx) which activates the cooldown.
I feel terribly hacky for even suggesting all that, can anyone point me in a better direction?
... if only conditions could be set to Hidden ....
minmay wrote:Why not just use the existing paralysis effect?
1) Less visual clutter - GUI constantly switching between condition icons.
2) It can be removed and prevented by certain items.
3) The GUI writing 'Paralyzed' on the hero panel. (In case you want it to be something else)
4) Possible interference with other conditions applying the 'paralysis' condition and removing it upon expiration. (If adding it to conditions as a workaround)
Presumably, just negating player interaction with the paralyzed PC would be enough?
(Perhaps optionally flashing a visual or aural indication of the effect?)
*A custom condition can have a transparent icon; but it it will blink the other conditions (if there are any).
Presumably, just negating player interaction with the paralyzed PC would be enough?
(Perhaps optionally flashing a visual or aural indication of the effect?)
*A custom condition can have a transparent icon; but it it will blink the other conditions (if there are any).
This is what I have now. The problem with this right now, is that if you have that slaves chains accessory, it has no gameplay effect other than nullifying evasion and protection.
minmay wrote:Why not just use the existing paralysis effect?
That is indeed what Ive been doing so far...
SpoilerShow
...and I've found it to be quite annoying + hacky for the same reasons -
zimberzimber wrote:
minmay wrote:Why not just use the existing paralysis effect?
1) Less visual clutter - GUI constantly switching between condition icons.
2) It can be removed and prevented by certain items.
3) The GUI writing 'Paralyzed' on the hero panel. (In case you want it to be something else)
4) Possible interference with other conditions applying the 'paralysis' condition and removing it upon expiration. (If adding it to conditions as a workaround)
Im pretty keen on including more conditions that would have similar - champ cant move or perform actions - type effects... Im thinking such a thing would require some serious gui plumbing....
But, ya know - if we could make Conditions hidden - like we can Traits - then we could make the Paralyzed condition a hidden background condition, adding it in for things like Frozen & Entangled (another proxy Paralyzed condition too) that need the effect ....
Isaac wrote:Presumably, just negating player interaction with the paralyzed PC would be enough?.
Yup Isaac, been using Party hooks (onMove, Turn, Attack, Cast, PickupItem etc) to try to Mimic Paralyzed effects
Negating interaction that way does work for the most part...