Multiple magic schools spells pack

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AndakRainor
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Joined: Thu Nov 20, 2014 5:18 pm

Re: Multiple magic schools spells pack

Post by AndakRainor »

I published only two versions so far, so I should be able to guess :lol:
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zimberzimber
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Joined: Fri Feb 08, 2013 8:06 pm

Re: Multiple magic schools spells pack

Post by zimberzimber »

In that case, it may be the latest version :?
My asset pack [v1.10]
Features a bit of everything! :D
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AndakRainor
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Joined: Thu Nov 20, 2014 5:18 pm

Re: Multiple magic schools spells pack

Post by AndakRainor »

Ok, you have the last published version, I checked.

I have made a patch system that should be useful to update a mod in the middle of a game. I don't know if it has already been done for other mods, but if not, it could be a nice addition for every mod I think.

Before publishing this update, I would like to test it on the previous version. But if I don't get an old save from someone, I will have to do it myself, it is just a bit more work if I want to check everything works with a level 1 party :?

For your save, zimberzimber, you could get just the last feature, a smoothed experience curve. It continues past level 10 with the same points requirements as the previous levels (level up = current level * 1000 points).

The system has some limitations though, you can spawn scripts to execute some code with it, but I did not find a way to deeply change some elements, such as already defined functions (so I reconnect hooks to the new ones when possible). Also for example, it is not a good idea to destroy and respawn the party object, it causes a crash :roll: . And because of that, the hooks functions inside the party component can not be redefined, so if you patch your save, you will get the xp boost, but the onDraw hooks wont work and you will still see the original game values for your experience (this is only visual, your level will be correct!).

If some authors here are interested by this patch system, let me know and I will share it separately :)
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AndakRainor
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Re: Multiple magic schools spells pack

Post by AndakRainor »

http://steamcommunity.com/sharedfiles/f ... =620358170
http://www.nexusmods.com/legendofgrimrock2/mods/60/?

Version 2.3.2

New features:
- A smoothed experience curve. You will reach higher levels faster past level 10. The required experience to gain one level in now (current level) x 1000 at any level.
- A patch system for players who started to play with previous 2.3.x version of the mod. To use the patch system, you will need to activate the console in game and copy/paste the following commands:

- to get the patch system:
spawn("patcher_install")

- if you want the smoothed experience curve:
patcher.script.patchFile("xp")
(note: with this patch you will get the smoothed effect, but the experience shown on your character sheet will have wrong number, sorry! The level and progression bar is accurate, though, no problem!)

- if you want to put down those two annoying balance runes floating over the floor:
patcher.script.patchFile("runes")

- if you want to see what patches will be available when future updates of the mod will be published:
patcher.script.help()
minmay
Posts: 2780
Joined: Mon Sep 23, 2013 2:24 am

Re: Multiple magic schools spells pack

Post by minmay »

this version crashes at the character creation screen
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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AndakRainor
Posts: 674
Joined: Thu Nov 20, 2014 5:18 pm

Re: Multiple magic schools spells pack

Post by AndakRainor »

Version 2.3.4

New features:
- A new item for high level characters: Potion of Might. Consumes one unused skill point, and gives +1 strength, +1 dexterity, +1 vitality and +1 willpower. Requires: 1 Blooddrop Cap, 1 Etherweed, 1 Mudwort, 1 Falconskyre and Alchemy Level 5.

- Scaling monsters: monsters now scale with you. They gain 5% damage, 5% health and award 5% more experience per level. Farmers get +5% experience per level to keep it balanced.

- A new patch file available for the patch system: 'monsters'. With it you can get the new scaling monsters system in your old save. See version 2.3.2 if you never installed the patch system, then use this command:
patcher.script.patchFile("monsters")

- To get scaling food for farmers in your old save, use this command:
patcher.script.patchFile("xp")
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AndakRainor
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Joined: Thu Nov 20, 2014 5:18 pm

Re: Multiple magic schools spells pack

Post by AndakRainor »

Version 2.3.5

Fixes a crash with flying monsters and All Shall Fall spell. To get the fix in an old save use one of the following commands:

patcher.script.patchFile("monsters")

or

spells_functions.script.tileFunctions.allShallFall = function(x, y, z) for e in party.map:entitiesAt(x, y) do if e.monster and e.elevation == z then if e.monster:getFlying() then e.monster:setFlying(false) e.gravity:enable() spells_functions.script.delayEffects(10, spells_functions.script.fly, {e.id}) end end end end
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AndakRainor
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Re: Multiple magic schools spells pack

Post by AndakRainor »

fixed a wrong placed invisible wall in hamlet of Stormbreach

old saves not concerned

if with a previous version you still meet an invisible wall in Hamlet of Stormbreach, then you can remove it with this command:
invisible_rocky_wall_14:destroy()
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AndakRainor
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Re: Multiple magic schools spells pack

Post by AndakRainor »

Update of the spell pack dungeon example to match the fixes of the main campaign integration:
- fixes a crash with the spell All Shall Fall and flying monsters.
- fixes a bug with non-cumulative delayed effects (they were delayed at the wrong time).
- makes drain life bolt and steal life bolt compatible with the Lindworm (and monsters with the cross shape or shapes of more than one tile).

Update of the Lindworm fight implementation in MISCELLANEOUS to fix the missing experience award of the previous version.

http://www.nexusmods.com/legendofgrimrock2/mods/60?
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