This will break as soon as the player saves and reloads the game, since dungeon_floor_01 has minimalSaveState.Isaac wrote: ↑Sat Nov 14, 2020 5:07 amExample; start a new project/map, and place a dungeon_floor_01 object on elevation level 1 so that you can look upwards at it. Type the following into the console.If you are only using a few of these, then it makes sense to just script the change in a script _entity.Code: Select all
dungeon_floor_01_1.model:setRotationAngles(0,0,180)
Ask a simple question, get a simple answer
Re: Ask a simple question, get a simple answer
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.
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
Re: Ask a simple question, get a simple answer
How would I make it so the skills have more than 5 levels? (Or is this even possible?)
Grey Island mod(WIP): http://www.grimrock.net/forum/viewtopic ... 99#p123699
Re: Ask a simple question, get a simple answer
Only possible with EquipmentItemComponent, and only in a very limited way; see http://www.grimrock.net/forum/viewtopic ... 22&t=14529
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.
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
Re: Ask a simple question, get a simple answer
minmay wrote: ↑Sun Nov 15, 2020 1:51 am Only possible with EquipmentItemComponent, and only in a very limited way; see http://www.grimrock.net/forum/viewtopic ... 22&t=14529
How would I create my own skill system?The only reasons this could ever be useful are the builtin light_weapons, heavy_weapons, missile_weapons, throwing, firearms, and magic skills since you can't cleanly recreate their effects using the scripting interface. Other than that it would be better to use your own skill system.
Grey Island mod(WIP): http://www.grimrock.net/forum/viewtopic ... 99#p123699
Re: Ask a simple question, get a simple answer
You could use my mod as reference, unless someone has a cleaner exampleratman wrote: ↑Sun Nov 15, 2020 3:57 amminmay wrote: ↑Sun Nov 15, 2020 1:51 am Only possible with EquipmentItemComponent, and only in a very limited way; see http://www.grimrock.net/forum/viewtopic ... 22&t=14529How would I create my own skill system?The only reasons this could ever be useful are the builtin light_weapons, heavy_weapons, missile_weapons, throwing, firearms, and magic skills since you can't cleanly recreate their effects using the scripting interface. Other than that it would be better to use your own skill system.
Re: Ask a simple question, get a simple answer
How would I make it so it costs 1 skill point for the first level, 2 for the second, and so on? (I don't want to completely steal your script
edit: Also how do I make my own skills? I can define them and make it so at a certain level they get a trait, but how do I make it so they get something every level?
In water magic, in the description it says they get water spell damage increase by 20% but where does it actually do this in the code?
edit: Also how do I make my own skills? I can define them and make it so at a certain level they get a trait, but how do I make it so they get something every level?
Code: Select all
defineSkill{
name = "water_magic",
uiName = "Water Magic",
priority = 160,
icon = 32,
description = "Increases damage of water spells by 20% for each skill point. At 5th skill level you gain Resist Cold +50.",
traits = { [5] = "water_mastery" },
}
Grey Island mod(WIP): http://www.grimrock.net/forum/viewtopic ... 99#p123699
Re: Ask a simple question, get a simple answer
A lot of the skill effects are hard-coded, like the % damage bonuses and % armor bonus. The Magic of Grimrock script recreates the spells so you could change how the bonus works on themratman wrote: ↑Sun Nov 15, 2020 4:34 pm How would I make it so it costs 1 skill point for the first level, 2 for the second, and so on? (I don't want to completely steal your script
edit: Also how do I make my own skills? I can define them and make it so at a certain level they get a trait, but how do I make it so they get something every level?In water magic, in the description it says they get water spell damage increase by 20% but where does it actually do this in the code?Code: Select all
defineSkill{ name = "water_magic", uiName = "Water Magic", priority = 160, icon = 32, description = "Increases damage of water spells by 20% for each skill point. At 5th skill level you gain Resist Cold +50.", traits = { [5] = "water_mastery" }, }
Re: Ask a simple question, get a simple answer
Thanks, I guess I'll just make it so it gives a trait every time.
*what about how to make it so the skills cost more points the higher the level?
*what about how to make it so the skills cost more points the higher the level?
Grey Island mod(WIP): http://www.grimrock.net/forum/viewtopic ... 99#p123699
Re: Ask a simple question, get a simple answer
In the functions.lua of my mod, look for addSkillTemp, removeSkillTemp and clearSkillTemp. The line champion:setSkillPoints(champion:getSkillPoints() - 1) takes away one point. You can add a check for how many skill points the champion has and compare with the skill level, then make it subtract the skill level from it instead of 1