The Custom Alcove Thread. (Neikun, Batty and Crisman)

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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Neikun
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by Neikun »

Oh-ho! Very nice and very welcome!

If I recall correctly, lightsource objects can be toggled. =D
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Komag
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by Komag »

that is very cool indeed!
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3TiHwCrow
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by 3TiHwCrow »

Neikun wrote:Oh-ho! Very nice and very welcome!

If I recall correctly, lightsource objects can be toggled. =D
thx for the great tip, i edited the post to mention this.
problem is, using this alternative method doesnt create a sound and i dont know how to destroy a spawned sound.
i think it would be nice to have all the toggle stuff and the lights starts turned off in one lua.
i hope someone can help with scripting this.
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Brodie301
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by Brodie301 »

That blue book in upper right corner looks like a perfect spot to put a scroll on
Ant the book stacks in middle shelf seems like a perfect spot for a gem...
Was compiling my Grim folders and thought the top right and middle had been done and could've sworn I seen a pic of what Grimwold was talking about.

I have the note and bottom shelf alcoves but not these if they exist, if not would a alcove master do them please. Just a request. This is for Phitt's bookshelves.
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Neikun
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by Neikun »

SpoilerShow
Image

Code: Select all

defineObject{
	name = "bookshelf_01_gem_socket",
	class = "Alcove",
	anchorPos = vec(-0.62, 1.882, 0.22),
	anchorRotation = vec(90,0,90),
	targetPos = vec(-0.62, 1.882, 0.22),
	targetSize = vec(0.5, 0.5, 0.5),
	placement = "wall",
onInsertItem = function(self, item)
	     local allowed = {"green_gem", "blue_gem", "red_gem"}
     for i = 1, #allowed do
       if item.name == allowed[i] then
          return item.name == allowed[i] and self:getItemCount() == 0
       end
     end   
end,
	editorIcon = 8,
Keep in mind that as a socket, it has no model. You can use Phitt's bookshelf_01 to make it look right.
SpoilerShow
Image

Code: Select all

defineObject{
	name = "bookshelf_02_scroll_socket",
	class = "Alcove",
	anchorPos = vec(0.548, 1.463, 0.15),
	anchorRotation = vec(0,180,186),
	targetPos = vec(0.548, 1.463, 0.15),
	targetSize = vec(0.3, 0.3, 0.3),
	placement = "wall",
	onInsertItem = function(self, item)
     local allowed = {"scroll", "scroll_darkness", "scroll_enchant_fire_arrow", "scroll_fire_shield", "scroll_fireball", "scroll_fireburst", 

"scroll_frost_shield", "scroll_frostbolt", "scroll_ice_shards", "scroll_invisibility", "scroll_light", "scroll_lightning_bolt", "scroll_poison_bolt", 

"scroll_poison_cloud", "scroll_poison_shield", "scroll_shock", "scroll_shock_shield"}
     for i = 1, #allowed do
       if item.name == allowed[i] then
          return item.name == allowed[i] and self:getItemCount() == 0
       end
     end   
end,
	editorIcon = 8,
}
Again, it's a socket, not a model. This one should be placed over Phitt's bookshelf_02 model
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Brodie301
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by Brodie301 »

Thanks Neikun
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undeaddemon
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by undeaddemon »

Hah... u da supermandago! [Just happened to be working on my library!!]

Code: Select all

defineObject{
    name = "bookshelf_01_tome_socket",
    class = "Alcove",
    anchorPos = vec(.645, 2.41, 0.29),
    anchorRotation = vec(0,85,180),
    targetPos = vec(.645, 2.41, 0.29),
    targetSize = vec(0.3, 0.3, 0.3),
    placement = "wall",
  onInsertItem = function(self, item)
        local allowed = {"tome", "tome_fire", "tome_health", "tome_wisdom"}
        for i = 1, #allowed do
        if item.name == allowed[i] then
        return item.name == allowed[i] and self:getItemCount() == 0
        end
    end   
end,
    editorIcon = 8,
}
Image
Last edited by undeaddemon on Sun Dec 30, 2012 8:16 pm, edited 1 time in total.
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undeaddemon
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by undeaddemon »

Hmm now that I have been mouse looking it.. it needs tuning still.....
-OK.. update the script to place correctly.
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Neikun
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by Neikun »

Thanks for the addition!
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HaunterV
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Re: The Custom Alcove Thread. (Neikun, Batty and Crisman)

Post by HaunterV »

wow, 30+ pages now...
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