[Open / Signup] One Room Round Robin 3 - Calling All Modders
Re: [Open / Signup] One Room Round Robin 3 - Calling All Mod
For what it's worth, creating food is currently one of the wild magic effects.
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- Skuggasveinn
- Posts: 562
- Joined: Wed Sep 26, 2012 5:28 pm
Re: [Open / Signup] One Room Round Robin 3 - Calling All Mod
I redid the Anvil mesh and re-Uv'ed the thing and textured it and baked normals for it.
Uploaded to dropbox (sx_anvil under archives), and updated the pivotal tracker.
If you like it then use it.
Skuggasveinn.
Uploaded to dropbox (sx_anvil under archives), and updated the pivotal tracker.
If you like it then use it.
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Re: [Open / Signup] One Room Round Robin 3 - Calling All Mod
Fantastic!
I have my second room ready to add. I won't be doing a third one. Since we're sitting on a huge amount of extra space, I added more to it than I originally planned: dynamic music and some "custom" monsters.
I have my second room ready to add. I won't be doing a third one. Since we're sitting on a huge amount of extra space, I added more to it than I originally planned: dynamic music and some "custom" monsters.
SpoilerShow
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- AndakRainor
- Posts: 674
- Joined: Thu Nov 20, 2014 5:18 pm
Re: [Open / Signup] One Room Round Robin 3 - Calling All Mod
I uploaded a new version:
= Revision 41 (Andak Rainor)
===========================
- "Light" spell renamed "Light & Darkness". Starts the Darkness effect if cast
while the Light effect is active. The opposite is also true.
- Added a new system for lights attached to the party. Torches and spells use
disabled light components and their values are merged in one generic enabled
light component (named "light"). This light does not cast shadows. Most spells
now have a moderate light effect in brightness and/or duration.
- "Elemental Shield" spell renamed "Prismatic Shield". Now also grants physical
protection of the original "Shield" spell to all champions. Requires
concentration 1. So totalSkillOverride is no longer needed for this spell.
- "Dispel" now requires concentration 2.
- "Darkbolt" now shoots a light bolt if cast while the Darkness effect is
active. This bolt is fast and invisible until it hits, and does not break
invisibility, but consumes the Darkness effect.
- "Arcane Storm" now requires concentration 3.
- "Arcane Nova" no longer hits tiles on other elevations.
- "Fire Wall" now uses the same implementation as "Ice Shards" with a new
object. The code is more clear this way.
- "Fire Aura" no longer hits tiles on other elevations.
- "Meteor Storm" is back. Will need a fix for its icon in the spellbook.
- "Thunder Storm" is back.
- "Osmosis" now can also transfer energy to health or health to energy. This
makes it usable for Toorum mode.
- "Ice Storm" is back.
- "Earthquake" description now announces that it does not break invisibility.
- "Poison Storm" is back.
- "Scorched Earth" replaced with "Inner Fire". Converts food into health and
energy.
- "Oracle" replaced with "Nature Grace". Cures negative conditions and reduces
hunger.
- "Leeching Grasp" is now a water, earth & fire spell.
- "Drain Life Bolt" is now an earth, fire & air spell. It has a new visual
effect. This new effect also delays the healing part of the spell.
- "Prismatic Storm" replaced with "Elemental Storm". Requires one skill point in
each of the 4 elemental magic schools. Its base power is reduced by 20%.
- "Might" now requires 2 skill points in each of the 4 elemental magic schools.
- "Not Enough Energy" is a hidden technical spell used for spells with variable
energy costs.
- Removed a lot of unused code in several files, and some icons.
- Bug fix: Guardian Blade now casts the "Prismatic Shield" spell instead of the
missing "Shield" spell.
= Revision 41 (Andak Rainor)
===========================
- "Light" spell renamed "Light & Darkness". Starts the Darkness effect if cast
while the Light effect is active. The opposite is also true.
- Added a new system for lights attached to the party. Torches and spells use
disabled light components and their values are merged in one generic enabled
light component (named "light"). This light does not cast shadows. Most spells
now have a moderate light effect in brightness and/or duration.
- "Elemental Shield" spell renamed "Prismatic Shield". Now also grants physical
protection of the original "Shield" spell to all champions. Requires
concentration 1. So totalSkillOverride is no longer needed for this spell.
- "Dispel" now requires concentration 2.
- "Darkbolt" now shoots a light bolt if cast while the Darkness effect is
active. This bolt is fast and invisible until it hits, and does not break
invisibility, but consumes the Darkness effect.
- "Arcane Storm" now requires concentration 3.
- "Arcane Nova" no longer hits tiles on other elevations.
- "Fire Wall" now uses the same implementation as "Ice Shards" with a new
object. The code is more clear this way.
- "Fire Aura" no longer hits tiles on other elevations.
- "Meteor Storm" is back. Will need a fix for its icon in the spellbook.
- "Thunder Storm" is back.
- "Osmosis" now can also transfer energy to health or health to energy. This
makes it usable for Toorum mode.
- "Ice Storm" is back.
- "Earthquake" description now announces that it does not break invisibility.
- "Poison Storm" is back.
- "Scorched Earth" replaced with "Inner Fire". Converts food into health and
energy.
- "Oracle" replaced with "Nature Grace". Cures negative conditions and reduces
hunger.
- "Leeching Grasp" is now a water, earth & fire spell.
- "Drain Life Bolt" is now an earth, fire & air spell. It has a new visual
effect. This new effect also delays the healing part of the spell.
- "Prismatic Storm" replaced with "Elemental Storm". Requires one skill point in
each of the 4 elemental magic schools. Its base power is reduced by 20%.
- "Might" now requires 2 skill points in each of the 4 elemental magic schools.
- "Not Enough Energy" is a hidden technical spell used for spells with variable
energy costs.
- Removed a lot of unused code in several files, and some icons.
- Bug fix: Guardian Blade now casts the "Prismatic Shield" spell instead of the
missing "Shield" spell.
- AndakRainor
- Posts: 674
- Joined: Thu Nov 20, 2014 5:18 pm
Re: [Open / Signup] One Room Round Robin 3 - Calling All Mod
R041 re-uploaded with the fix for "Drain Life Bolt" visual effect starting at the position of the capsule node of the monster.
Re: [Open / Signup] One Room Round Robin 3 - Calling All Mod
I'm going to go ahead and integrate my additional room & the anvil now. Should be pretty fast.
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Re: [Open / Signup] One Room Round Robin 3 - Calling All Mod
Revision 42 is uploaded.
I'm not proud of the performance hacks I did for the room, and it still doesn't run well, but I don't think I can do much better =/
Serialization performance is starting to get bad, but I can merge thousands of the objects so I don't think we need to worry.
Code: Select all
= Revision 42 (minmay)
======================
- Added a new room to Town East, "Tower of Babble". The bosses are a bit strong
at the moment and there are some performance problems...I'll tone down the
bosses later.
- Added particle effects and sounds for Arcane Storm, Arcane Nova, and Arcane
Flash.
- Added Skuggasveinn's anvil. I resized it because I was too lazy to remake
Kaeli's leaning animation.
- Fixed the "Not Enough Energy" implementation so it doesn't inflict a bogus
cooldown. This also allowed not inflicting cooldowns/costs for e.g. healing
spells cast when the party is fully healed, so I went ahead and did that.
Spells now have an optional "preCast" function that can return false if the
spell shouldn't be cast.
- Bug fix: discover_spell sound now plays correctly when a spell is learnt by
one champion from another.
- Bug fix: the note at the beginning of the Dark Tower now addresses solo
champions correctly.
- Bug fix: spellbook is no longer given to disabled champions
- Bug fix: Asylum Grounds automap now has pillar tiles in the correct places.
- Bug fix: fixed rocks clipping with the Mess Hall in Town East.
- Bug fix: fixed trees clipping with the Hall of Mages in Abandoned Town.
- Moved asylumCellHint a little so it's easier to see.
- Removed air elementals from the Arena, due to ground plane limitations and
they hurt the tempo anyway.
- Added a few more pillars and supports in the Abandoned Town.
- Decorated the underwater portion of Abandoned Town a little better.
Serialization performance is starting to get bad, but I can merge thousands of the objects so I don't think we need to worry.
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- AndakRainor
- Posts: 674
- Joined: Thu Nov 20, 2014 5:18 pm
Re: [Open / Signup] One Room Round Robin 3 - Calling All Mod
Revision 43 uploaded.
I forgot one thing; the spell book icon for Meteor Storm needs a fix. Minmay, do you want me to do it?
Code: Select all
= Revision 43 (Andak Rainor)
===========================
- Some changes to Arcane Storm particle effects and starting position to match
the spell icon a bit more :)
- Some spell functions merged; soundStart and soundStop direct and delayed calls
in spells replaced by partySound with a duration parameter. Same thing for
lightStart and lightStop replaced by partyLight.
- Reorganized the code in the appropriate files and moved all sounds in the
sound directory.
Re: [Open / Signup] One Room Round Robin 3 - Calling All Mod
Go ahead.
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Re: [Open / Signup] One Room Round Robin 3 - Calling All Mod
I know that the 'light & darkness' spell has damage by design, but this does not play nice with the speaking NPCs. I actually cast the spell in my own room, and made the ratlings in Xanathar's room turn hostile; and they came looking for the party in my room. Is there a way to remedy this without removing the damage effect?