[EXSP] Extended Spells Framework v1.4.4

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
Grimfan
Posts: 369
Joined: Wed Jan 02, 2013 7:48 am

Re: [EXSP] Extended Spells Framework v1.4.3

Post by Grimfan »

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. :)
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Diarmuid
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Joined: Thu Nov 22, 2012 6:59 am
Location: Montreal, Canada
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Re: [EXSP] Extended Spells Framework v1.4.4

Post by Diarmuid »

New update, following jKos's cool update of today. 8-)

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
bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: [EXSP] Extended Spells Framework v1.4.4

Post by bongobeat »

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?
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,
}
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
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Diarmuid
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Joined: Thu Nov 22, 2012 6:59 am
Location: Montreal, Canada
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Re: [EXSP] Extended Spells Framework v1.4.4

Post by Diarmuid »

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.
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