[EXSP] Extended Spells Framework v1.4.4
Re: [EXSP] Extended Spells Framework v1.4.3
I thought it was something like that. Pity AH didn't make it easier for modders to create new spells. Hopefully the LoG 2 creation kit/dungeon editor takes some of the hard work out of your hands.
Re: [EXSP] Extended Spells Framework v1.4.4
New update, following jKos's cool update of today.
1.4.4 Changelog:
onDrawGui call is now implemented with a dynamic hook thanks to latest LoG framework update. This should resolve some potential conflicts with other mods using it.
Download it here: https://drive.google.com/folderview?id= ... sp=sharing
1.4.4 Changelog:
onDrawGui call is now implemented with a dynamic hook thanks to latest LoG framework update. This should resolve some potential conflicts with other mods using it.
Download it here: https://drive.google.com/folderview?id= ... sp=sharing
Re: [EXSP] Extended Spells Framework v1.4.4
Hello,
I don't know if it is the correct place to ask:
I got 6 customs spells in my mod, 4 launched by some laser rifle and 2 by the mage. Unfortunately they give no xp after killing monsters.
Does the exsp correct that?
what is better for that? exsp? exsp lite?
can someone tell me how to place the 2 calls
exsp.party_onCastSpell(caster, name) from the Party's onCastSpell hook.
exsp.onGui from the Party's onDrawGui hook.
I have already the "onCastSpell" and "onDrawGui" hooks, this is confusing for me. Someone can help?
I don't know if it is the correct place to ask:
I got 6 customs spells in my mod, 4 launched by some laser rifle and 2 by the mage. Unfortunately they give no xp after killing monsters.
Does the exsp correct that?
what is better for that? exsp? exsp lite?
can someone tell me how to place the 2 calls
exsp.party_onCastSpell(caster, name) from the Party's onCastSpell hook.
exsp.onGui from the Party's onDrawGui hook.
I have already the "onCastSpell" and "onDrawGui" hooks, this is confusing for me. Someone can help?
SpoilerShow
Code: Select all
-- hooks
cloneObject{
name = "party",
baseObject = "party",
-- PRIMAL BRACELET
onDamage = function(champion,dmg,type)
if recursing then recursing = false return true end
if champion:getItem(10) and champion:getItem(10).name == "primal_bracelet" then
if type == "physical" then
recursing = true
champion:damage(math.ceil(dmg*.75),type)
return false
end
end
return true
end,
--
-- BOULDER HOOK
onProjectileHit = function(champion, projectile, amount)
if projectile.name == "boulder" then
party:playScreenEffect("damage_screen")
shootProjectile("boulder",party.level,party.x,party.y,party.facing, 3,0,0,0,10,0,1000,party,false)
damageTile(party.level, party.x, party.y, projectile.facing, 6, "physical", 9999)
end
return true
end,
--
-- spellbook
onCastSpell = function(caster,spell)
return spellbook_script.checkSpellbook(caster,spell)
end,
--
-- notebook, quickbar et journal book JW - Msyblade
onDrawGui = function(g)
-- Start NoteBook Mod Hook
if ( nb_main_script ~= nil and nb_main_script.onDrawGui ~= nil ) then
nb_main_script:onDrawGui(g);
end
-- End NoteBook Mod Hook
mdConversationList.onDraw(g);
qb_script.onDrawGui(g);
end,
onRest = function(party)
-- Start NoteBook Mod Hook
if ( nb_main_script ~= nil and nb_main_script.isNoteBookShowing() ) then
return false;
end
-- End NoteBook Mod Hook
end,
}
Re: [EXSP] Extended Spells Framework v1.4.4
Hi Bongobeat!
I haven't touched the original exsp for a while, and I really don't remember the state it's actually in, and I don't have time unfortunately to start looking through it and fixing it. I know however that we did fix a lot of bugs for the ORRR2 release. So ideally, you should use that code instead. I'll see if I have some time in the coming days to extract the exsp code from the ORRR2 and post it separately.
I haven't touched the original exsp for a while, and I really don't remember the state it's actually in, and I don't have time unfortunately to start looking through it and fixing it. I know however that we did fix a lot of bugs for the ORRR2 release. So ideally, you should use that code instead. I'll see if I have some time in the coming days to extract the exsp code from the ORRR2 and post it separately.