[MOD] Eye of the Beholder: Waterdeep Sewers
Re: [MOD] Eye of the Beholder: Waterdeep Sewers
For the treasure chests I used an invsible button in front of the chests to detect clicks.. the only real downside is that sometimes the button sound is played. Using that for fake wall texts would require to reimplement the text display in gui though.
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The Sunset Gate [MOD]: viewtopic.php?f=14&t=5563
My preciousss: http://www.moonsharp.org
The Sunset Gate [MOD]: viewtopic.php?f=14&t=5563
My preciousss: http://www.moonsharp.org
Re: [MOD] Eye of the Beholder: Waterdeep Sewers
would it work to use an invisible alcove with an invisible item in it with onPickUpItem hook?
Finished Dungeons - complete mods to play
Re: [MOD] Eye of the Beholder: Waterdeep Sewers
I've just finished implementing script that will allow new party members to join. Even though EOB allowed up to 6 guys, Grimrock allows only four, so the decision who leave behind will come in sooner.
Here's the link to the original post.
Ok, adding Taghor and other folks can now join in. The next thing to implement is to finish script that handles dialogs, e.g. when meeting wounded Taghor. With grimwidgets, it is quite straightforward.
Here's the link to the original post.
Ok, adding Taghor and other folks can now join in. The next thing to implement is to finish script that handles dialogs, e.g. when meeting wounded Taghor. With grimwidgets, it is quite straightforward.
Re: [MOD] Eye of the Beholder: Waterdeep Sewers
Youtube custom dungeom lets play EOB: WS --> http://www.youtube.com/watch?v=TBkKzl8Bc_8
I'm the Gate I'm the Key.
Dawn of Lore
Dawn of Lore
Re: [MOD] Eye of the Beholder: Waterdeep Sewers
I've updated grimwidgets version. There are many improvements, but the two I'd like to mention are new events handling and party joining script.
The result is simple: on level 4 you can meet a dwarf that you can heal, talk to and convince him to join your party.
Known issues:
- stats of Taghor the dwarf are still using example values (overskilled insectoid mage with weak stats, rather than something expected of dwarf warrior)
- due to specific hooks in spell system, when the dwarf joins you, you should not leave your mage behind. It will crash for now. We'll investigate the problem and do something about.
- Taghor's portrait is ugly. Please contact me if you have a better 128x128 images for a dwarf.
And here's how this looks like in the game: step 1 step 2 step 3
The result is simple: on level 4 you can meet a dwarf that you can heal, talk to and convince him to join your party.
Known issues:
- stats of Taghor the dwarf are still using example values (overskilled insectoid mage with weak stats, rather than something expected of dwarf warrior)
- due to specific hooks in spell system, when the dwarf joins you, you should not leave your mage behind. It will crash for now. We'll investigate the problem and do something about.
- Taghor's portrait is ugly. Please contact me if you have a better 128x128 images for a dwarf.
And here's how this looks like in the game: step 1 step 2 step 3
- undeaddemon
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers
This is nice - Not only do I love this mod (bringing back to me my first x286 - the first computer i bought myself) But I like this dialog interface,.. I think I might have to have a go at getting it goin'....
Re: [MOD] Eye of the Beholder: Waterdeep Sewers
More new GUI stuff coming: I replaced my hacky spell book with a brand new GUI implementation. And I also rewrote the spell system so that spells must be memorized by resting before they can be cast.
Screens:
Spell book
https://docs.google.com/file/d/0B7cR7sc ... dTZG8/edit
Armor spell selected to be memorized
https://docs.google.com/file/d/0B7cR7sc ... c3UDQ/edit
Armor spell memorized after resting
https://docs.google.com/file/d/0B7cR7sc ... Q3c2c/edit
There are some bugs yet and I must add some kind of delay to memorizing process because now it's possible to memorize spells even in the middle of the battle by tapping rest key. But in general it works pretty well.
Screens:
Spell book
https://docs.google.com/file/d/0B7cR7sc ... dTZG8/edit
Armor spell selected to be memorized
https://docs.google.com/file/d/0B7cR7sc ... c3UDQ/edit
Armor spell memorized after resting
https://docs.google.com/file/d/0B7cR7sc ... Q3c2c/edit
There are some bugs yet and I must add some kind of delay to memorizing process because now it's possible to memorize spells even in the middle of the battle by tapping rest key. But in general it works pretty well.
- LoG Framework 2http://sites.google.com/site/jkoslog2 Define hooks in runtime by entity.name or entity.id + multiple hooks support.
- cloneObject viewtopic.php?f=22&t=8450
- cloneObject viewtopic.php?f=22&t=8450
Re: [MOD] Eye of the Beholder: Waterdeep Sewers
It looks awesome. It also working properly and the join new guy script no longer crashes the game when mage is selected to go.JKos wrote:More new GUI stuff coming: I replaced my hacky spell book with a brand new GUI implementation. And I also rewrote the spell system so that spells must be memorized by resting before they can be cast.
One suggestion would be to increase number of spells a bit. I just checked. A human mage at the beginning of the game had 2 level 1 spells and one level 2 spell. Increasing spell limits will also make the users like the new spell system more.
Re: [MOD] Eye of the Beholder: Waterdeep Sewers
This one time, I replaced all of my party members with Taghor.
We were so hungryyy
We were so hungryyy
"I'm okay with being referred to as a goddess."
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
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Re: [MOD] Eye of the Beholder: Waterdeep Sewers
Spell progressieon table is copied from here http://www.freegameempire.com/games/Eye ... der/manualthomson wrote: One suggestion would be to increase number of spells a bit. I just checked. A human mage at the beginning of the game had 2 level 1 spells and one level 2 spell. Increasing spell limits will also make the users like the new spell system more.
copy paste:
Code: Select all
Wizard level Spell Level 1 2 3 4 5
1 1 - - - -
2 2 - - - -
3 2 1 - - -
4 3 2 - - -
5 4 2 1 - -
6 4 2 2 - -
7 4 3 2 1 -
8 4 3 3 2 -
9 4 3 3 2 1
10 4 4 3 2 2
11 4 4 4 3 3
Another question: Are you guys going to adjust hit points and weapon stats closer to the original? Because my spells are made accurately as possible by the manual, so they seem to be pretty weak compared to melee weapons. Eg. magic missile does only 2-5 damage on level 1. I can tweak my spells of course if you think that adjusting all weapon stats and hit points is too much work.
Edit: According to this page your characters indeed start from level 3: http://www.oldgames.sk/game/eye-of-the- ... load/8454/
So should I add a script that levels up all characters to level 3 at the beginning? Or do I just add more spell points?
Edit2:
- Added a delay to spell memorize (it raises with the spell level)
- Added a script which levels up all champions to level 3. (you can remove this if you don't like it)
- Fixed a unmemorize bug
- LoG Framework 2http://sites.google.com/site/jkoslog2 Define hooks in runtime by entity.name or entity.id + multiple hooks support.
- cloneObject viewtopic.php?f=22&t=8450
- cloneObject viewtopic.php?f=22&t=8450