~Advanced Scripting and Editor Help

Ask for help about creating mods and scripts for Grimrock 2 or share your tips, scripts, tools and assets with other modders here. Warning: forum contains spoilers!
[SMUG]Ipecac
Posts: 28
Joined: Tue Oct 21, 2014 5:51 am

Re: ~Advanced Scripting and Editor Help

Post by [SMUG]Ipecac »

Hello again guys,

I want to add the "secret found" sound to my "secret found" text pop up. I tried making a sound on the map and having the trigger activate it, but the game wen't tits up when I did.

How do I add the sound to my trigger? Thanks :)
MoreDread
Posts: 13
Joined: Fri Apr 13, 2012 12:11 pm

Re: ~Advanced Scripting and Editor Help

Post by MoreDread »

can traits be added/removed?
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SnowyOwl47
Posts: 148
Joined: Fri Sep 12, 2014 10:41 pm

Re: ~Advanced Scripting and Editor Help

Post by SnowyOwl47 »

MoreDread wrote:can traits be added/removed?
yes
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Rubilax
Posts: 51
Joined: Mon Oct 13, 2014 4:56 am

Re: ~Advanced Scripting and Editor Help

Post by Rubilax »

You should revise the boss section. I fumbled around with scripts for 10 minutes with no luck, and Skugga's video solved my problems in 5 minutes.
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Rubilax
Posts: 51
Joined: Mon Oct 13, 2014 4:56 am

Re: ~Advanced Scripting and Editor Help

Post by Rubilax »

[SMUG]Ipecac wrote:Hello again guys,

I want to add the "secret found" sound to my "secret found" text pop up. I tried making a sound on the map and having the trigger activate it, but the game wen't tits up when I did.

How do I add the sound to my trigger? Thanks :)
Just place a floor_trigger where you want a secret to activate, then place the asset 'Secret' somewhere and connect the trigger to it. Be sure to check disable_self.
[SMUG]Ipecac
Posts: 28
Joined: Tue Oct 21, 2014 5:51 am

Re: ~Advanced Scripting and Editor Help

Post by [SMUG]Ipecac »

Ha okay, thanks!

I have just been adding playSound("secret") to the display text function. I play with the secret asset as well. Thanks :)
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Rubilax
Posts: 51
Joined: Mon Oct 13, 2014 4:56 am

Re: ~Advanced Scripting and Editor Help

Post by Rubilax »

Is there any way to modify an enemy's damage output? I want to make my boss do a bit less damage for difficulty reasons.
NutJob
Posts: 426
Joined: Sun Oct 19, 2014 6:35 pm

Re: ~Advanced Scripting and Editor Help

Post by NutJob »

SnowyOwl47 wrote:
JohnWordsworth wrote:Having said that, the following will clone the "Tome of Wisdom" with a new title and description!

Code: Select all

defineObject{
	name = "jw_tome_of_wisdom",
	baseObject = "tome_wisdom",
	components = {
		{
			class = "Item",
			uiName = "Boo Yah!",
			gfxIndex = 30,
			description = "A mysterious tome that will give you a skill point!",
		}
	},
}
Be sure to add weight or you'll crash the game if you throw an item that's supposed to interact with gravity.

Code: Select all

defineObject{
   name = "jw_tome_of_wisdom",
   baseObject = "tome_wisdom",
   components = {
      {
         class = "Item",
         uiName = "Boo Yah!",
         gfxIndex = 30,
         weight = 1.0,
         description = "A mysterious tome that will give you a skill point!"
      }
   }
}
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JohnWordsworth
Posts: 1397
Joined: Fri Sep 14, 2012 4:19 pm
Location: Devon, United Kingdom
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Re: ~Advanced Scripting and Editor Help

Post by JohnWordsworth »

Nicely spotted NutJob! I've not really put anything into practice yet (beyond just playing around), so apologies for letting the bug slip in!
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
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akroma222
Posts: 1029
Joined: Thu Oct 04, 2012 10:08 am

Re: ~Advanced Scripting and Editor Help

Post by akroma222 »

Thanks for sharing the scripty info folks!!
Much appreciated :D
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