Isaac wrote: ↑Sat Jan 30, 2021 7:53 pm
My first LoG2 game used the options of Ironman, and Single Use Crystals; that was quite an intense challenge for me.
For LoG2, it is —mostly— possible to upgrade the default monsters that are placed on the maps. This won't affect those that are dynamically created via scripts. It requires console access, and running a carefully formatted one line script.
It would entail iterating through every level, and altering every monster object via script.
If there is a guide or something that I can use for this, that would be amazing.
bumbulator wrote: ↑Sat Jan 30, 2021 7:58 pm
Okay, so I think I'll download Master Quest. If I want to tweak the monsters, how can I do that?
You can alter any monster definitions in the monsters.lua file, in the mod's scripts folder, and add/copy/paste/edit entries from the asset pack that are not in the mod's monsters.lua file.
bumbulator wrote: ↑Sat Jan 30, 2021 8:02 pm
If there is a guide or something that I can use for this, that would be amazing.
There is no guide per se... but there is an updated scripting reference that lists what the many values mean, or at least what data is expected for them.
local success
for m=1,Dungeon.getMaxLevels() do
for ent in Dungeon.getMap(m):allEntities() do
if ent.monster then
local health = ent.monster:getMaxHealth()
ent.monster:setMaxHealth(health * 1.2)
ent.monster:setHealth(health * 1.2)
success = true
end
end
end
if success then print("Complete!") end
The console is disabled by default, so it must first be enabled to use it.
You must edit the game's .cfg file for this; usually found in \Documents\Almost Human\Legend of Grimrock , and similar for LoG2.
In grimrock.cfg, change : console = false to console = true.
Afterwards, in the game, you should be able to open the console during play. This allows for executing script commands during the game.
*This enables basically any kind of cheat too.
**Notice that in 7soul's code (as mentioned), that every line has a space behind it if another line follows it. Without this, the script won't run in the console as a single line—the lack of spaces would cause errors.
Last edited by Isaac on Sat Jan 30, 2021 8:28 pm, edited 1 time in total.
1.) The code that 7Soul posted, would I have to paste that in each map or just once per playthrough?
2.) Is there one for enemy damage?
3.) Master Quest does not have a mod_asset folder in the default download but it does in the source folder. Where would I put the mod_asset folder? In the Dungeon folder in My Documents?