


Like, dude, I just think a shop system and a currency that is used for BUYING items has no place in a game where new gear should be gained through exploration and secret-hunting by design, dude. Because you know what, neither Dungeon Master nor Eye of the Beholder had shops and those are the games Grimrock is literally built up on. The reason why they didn't have shops is that it would clash with the design philosophy and the core gameplay.Mysterious wrote:To Curunir your 2 cents sucks man where did you come from? This person has a great idea and you just it. Dude go back to Skyrim.
Pompidom Im in If you want help just pm me
Code: Select all
G1_TILESETS_USED = {
dungeon=false,
deep_dungeon=false,
northern_dungeon=false,
temple=false,
dark_temple=false,
darkelf_temple=true,
deep_temple=true,
frozen_temple=true,
high_temple=true,
highelf_temple=true,
southern_temple=true,
-- Module height (find it in Map Properties) should be set to 4 for the prison tilesets.
prison=true,
solaris_prison=true,
mine=true, --mine --???
town=true,
}
-------------------------------------------------------------------------------- GLOBAL OPTIONS --set these options BEFORE importing g1.lua!
-- The dungeon, prison, and temple tilesets have some basic support for Grimrock 2's multiple elevations added in. This results in some slight visual differences between Grimrock 1 and Grimrock 2. Disabling this option will
-- remove SOME of these visual differences, but will eliminate elevation support (the tilesets will only be compatible with single elevations like in Grimrock 1). You probably don't want to disable it. This only affects the dungeon, temple, and prison wallsets (the others always support elevation).
G1_ELEVATION = true
-- Use new, fancier particle systems/lights on some objects. Remove this line to use the original Grimrock 1 particle systems/lights. This is mainly relevant for light sources, water, and tomes.
-- Changing this setting will NOT have a significant effect on performance. Only turn it off if you actively prefer the old effects.
G1_ENHANCED_FX = true
-- In Grimrock 2, items cannot be thrown over or onto altars. In Grimrock 1, altars do not have projectile collision, and any item that lands on an altar's square is placed on the altar. If G1_OLD_ALTARS is not nil or false when standard_objects.lua is
-- imported, then Grimrock 1 altars will have similar behaviour: spells and thrown items can fly right over them, any item that lands on their square or collides with them will be placed on the altar, and burst spells and ice
-- shards can be cast on them without hitting yourself. If you want the Grimrock 2 altar behaviour, just remove this line; Grimrock 1 altars will then behave just like Grimrock 2 altars.
G1_OLD_ALTARS = true
-------------------------------------------------------------------------------- OBJECTS
-- Include Phitt's Cozy Dungeons assets (bookshelves, tables, chairs). If you remove this line, you can delete the Cozy folder.
G1_COZY = true
-- Include germanny and Buzzj's desk. If you remove this line, you can delete the Desk folder.
G1_DESK = true
-- Include Merethif's extra tapestries. If you remove this line, you can delete the Tapestries folder.
............................
.... etc etc
I get it. You're just trying to make Grimrock more like the worst blobber of the last two decades. Fair enough, have fun doing it!Pompidom wrote: And yes with custom shops/blacksmith/alchemist /quest npc's etc... like a real RPG
And make it something more like Might and Magic X Legacy for example.
More or less on some parts yeszimberzimber wrote:After reading through the thread all I get is this - You want people to do your work for you