EXSP Lite v1.5.1 (Spell Spinners Only!)

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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Diarmuid
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EXSP Lite v1.5.1 (Spell Spinners Only!)

Post by Diarmuid »

Hello friends...

Two-three months later, looking back at the exsp code while a bit more experienced, I realize that it could do very powerful things in terms of custom spells, but there was a price to pay:

- too many calculations (entities searches) per frame affected frame rate
- too much complexity constantly led to unexpected bugs
- too intrusive in a project - it wasn't easily pluggable, you had to wrap your dungeon scripts and definitions around it

So.....

The main culprit was the hit detection, to detect when the spell has hit something, and what. This allowed all the special funky custom spells to be, but wasn't serving much purpose for people who just wished to use spell spinners.

So..........

Here we are with a new version of EXSP, 1.5, called EXSP Lite.

This version is:

- Super easy to install
- Doesn't affect framerate
- Shouldn't affect anything in your existing dungeon
- Works with any custom asset no matter how it's defined. (you still have to define custom projectile spells through exsp or they will just be ignored by spinners. But it won't break anything!)


This version doesn't support anymore:

- Any of the custom spells written for exsp using the onHit hook. (Open doors, chain ligthning, area of effect fireballs...) onCast and onPass still work.
- Using the defineRangedAttack functions to automatically add ranged spells to monsters.


DOWNLOAD LINK : https://drive.google.com/folderview?id= ... sp=sharing

INSTALLATION:
0. Make sure you have jKos LoG framework installed
1. unpack zip in mod_assets. (So that the path reads mod_assets\exsp\...)
2. add import "mod_assets/exsp/exsp_init.lua" at the end of your init.lua.


Done!

Use the spell_spinner_x objects, just put them in the dungeon editor. No coding or hooks needed whatsoever, all default spells will be detected and spinned, cast by monsters or the party.

Reference for the spell spinners on the wiki: https://sites.google.com/site/exspwiki/ ... l-spinners

CHANGELOG:

1.5.1 Fixed issue with latest version of LoG framework.

PS: Eventually I might use this stripped-down version to put back some of the more advanced functionalities in a cleaner and better way, but with LoG2 coming down the road, I'm not sure it's really worth it.
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The cube
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Joined: Tue Apr 23, 2013 6:09 pm
Location: Barren Desert

Re: EXSP Lite v1.5.1 (Spell Spinners Only!)

Post by The cube »

Ehh, i have no idea how to do these 2 steps:
4. Place a call to exsp.party_onCastSpell(caster, name) from the Party's onCastSpell hook.
5. Place a call to exsp.onGui from the Party's onDrawGui hook.
Some help?
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