Multiple magic schools spells pack

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AndakRainor
Posts: 674
Joined: Thu Nov 20, 2014 5:18 pm

Re: Multiple magic schools spells pack

Post by AndakRainor »

The mod and the resource pack are uploaded on the nexus.

It is a little early as I did not clear the mine, pyramid, cemetery and castle yet.
But if you want to have a look don't hesitate, I won't be able to continue the test this week-end.
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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 3.0 officially released!

The test is finished, I had to fix some monsters, the shock receptor at the bottom of the crystal mine and the castle water tiles map icon for the campaign.
Update notes coming soon.

Let me know how the alchemy system feels...
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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 3.1 available! (http://www.nexusmods.com/legendofgrimrock2/mods/60?)

Bug fixes:
- Osmosis can no longer kill characters at very high spell power (above 1000%).

Difficulty balance:
- Osmosis now costs 50 energy and its duration is reduced.
- Earthquake now breaks invisibility and no longer deals damage through walls and obstacles.
- Earthquake damage reduced through random rocks eruption (new animation).
- Fire Aura deals 4 times its previous damage.
- Negentropy deals 2 times its previous damage.
- All Shall Fall deals 2 times its previous damage.
- Scroll of Feast moved to herder den.
- One manabound gun moved from Castle Nex to Forgotten River.
- Early game difficulty: physical classes gain some starting accuracy bonus.
- Enchantments maximum power is now limited by the caster's level.

New features:
- Dispel can now destroy equipment and weapon items to create crystal shards of enchantment.
- Enchanting an item requires one crystal shard of enchantment.
- Barbarian new ability: cooldown reduced for heavy weapons.
- Alchemist new ability: +1% critical chance per level for firearms.
- Ammo crafting through alchemy for firearms.
- New elemental rods for fire, water and earth. Lightning rod redesigned.
- Archmage pieces gives +5% to all spells power. The full set gives an additional +20% to all spells power.
- Wizards gain +2% energy regeneration rate per level.
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akroma222
Posts: 1029
Joined: Thu Oct 04, 2012 10:08 am

Re: Multiple magic schools spells pack

Post by akroma222 »

Very Interesting Andak!!
I still haven't caught up on your Alchemy System from the last update - Now seems like a good time :D
Arioch
Posts: 9
Joined: Tue Sep 05, 2017 9:42 pm

Re: Multiple magic schools spells pack

Post by Arioch »

Hi every body !

And thanks for this wonderfull magic you gave us ! :D

I made a Dungeon to try the pack, I used the shard to lvl up and give all the spells, but the spellbook still empty. I can cast all the spells, but no spell is writen in the spellbook.

How can I do to have the spells I know in the book ? pls
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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 »

Hi! This can happen when you restart the preview in the editor. Just make sure you close the book and open it again to refresh its content.
Arioch
Posts: 9
Joined: Tue Sep 05, 2017 9:42 pm

Re: Multiple magic schools spells pack

Post by Arioch »

AndakRainor wrote:Hi! This can happen when you restart the preview in the editor. Just make sure you close the book and open it again to refresh its content.
Thanks for your anser ! :)

I tried but no change, I also exported the mod and tried as a real dungeon (custom dungeon, not the preiew). But same, the book remain empty and I can cast the spells and the icons in the botom left corner are working too.
I really do not understand what I do wrong...

My init.lua is :
-- objects patch for detect spells
import "mod_assets/spells_pack/defineObject.lua"
-- import standard assets
import "assets/scripts/standard_assets.lua"
-- import the spells pack
import "mod_assets/spells_pack/init.lua"

If I try to cast spell it doesnt work "You need to learn that speel from a scroll or...."
If I have a scroll, I can cast the spell on it.
If I use the Critsal shard of spell (red one) without the book on me, it's writen "you need a spellbook to store all that knowledge...."
=> so all that is working, but the spellbook remain empty (??)


If I take your Mod (Spell pack) and your 2 lvl map, I supress the 2 lvl (the dungeon and the outside one, with turtle and zarchon) and make 1 other one, and the lua script named "spell_functions" and when i try, the spellbook is working good... all is wrtiten is the spellbook... I do not understand...

I should do like this so... using your mod to make my own one :D

Any idea ? If no, no problem, I will use yours to begin mine ;)
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AndakRainor
Posts: 674
Joined: Thu Nov 20, 2014 5:18 pm

Re: Multiple magic schools spells pack

Post by AndakRainor »

Hum I never saw something like that! Maybe if you share your project files I can find what the problem is?
Arioch
Posts: 9
Joined: Tue Sep 05, 2017 9:42 pm

Re: Multiple magic schools spells pack

Post by Arioch »

Strange yes (??)
Im not going to bother you, It's not very important because I can use your mod to begin what I want to do so, it's not a problem, I thought it would be easy to know what is the problem...

Thanks for your attention :)
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akroma222
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Joined: Thu Oct 04, 2012 10:08 am

Re: Multiple magic schools spells pack

Post by akroma222 »

(if AndakRainor is busy ;) ) - Im happy to take a look at your project files if you like Arioch
I recently created a new testing dungeon with the Spellbook & Spell Pack as a base (everything works fine)

Quickly - Have you placed 3 script entities named 'spells_functions', 'utils' and 'skills' ??
.... and connected them to the corresponding external lua files??

Akroma
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