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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!
NutJob
Posts: 426
Joined: Sun Oct 19, 2014 6:35 pm

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Post by NutJob »

Removing all scripts.
Last edited by NutJob on Wed Nov 12, 2014 1:28 am, edited 9 times in total.
NutJob
Posts: 426
Joined: Sun Oct 19, 2014 6:35 pm

Re: [Script] Starting Items for Party (VERY Alpha)

Post by NutJob »

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Last edited by NutJob on Wed Nov 12, 2014 3:02 am, edited 1 time in total.
NutJob
Posts: 426
Joined: Sun Oct 19, 2014 6:35 pm

Re: [Script] Starting Items for Party (VERY Alpha)

Post by NutJob »

Did a quick hack-in fix to ensure the party members that get darts or the flintlock will also get more than one item or ammunition.

Little side note: these functions assume the game is a fresh start, newly loaded game, and I have little, to no, error checking on any of these functions; but as long as the script is run at the beginning [of party creation/first load] it shouldn't create an error (being the timer disables itself and keeps it state on Game Saves).

Todo:
* Take into the formula the position of the party members (ex the party members in the back will have a higher chance to get throwing/missile)
* Take into account the characters highest ability score
* More sound logic determining weapons of choice based off skill set (it was a quick setup, honestly, and just was making work before finding a stable theory)
* Roll in accountability from Traits chosen
* Add in the ability to literally assign weapons and armor to characters instead of using a formula
** On top of that make it so the function will accept premade tables that can assign the Gear (all inclusive; weapons, armor, rope, torches, etc)
* All-the-while rewriting this sloppy code. ~laughs~
Last edited by NutJob on Sun Oct 26, 2014 4:49 pm, edited 1 time in total.
TheLegendaryNarwhal
Posts: 12
Joined: Sat Oct 25, 2014 3:26 pm

Re: [Script] Starting Items for Party (VERY Alpha)

Post by TheLegendaryNarwhal »

Definitely a super useful post! Didn't pay much attention to it at first since I was only interested in things with stack counts like cannon balls and such, this second installment will probly help me quite a bit. Going to try to isolate the spawn+stack size set part without all the rest of the code and see if I can make it work.
NutJob
Posts: 426
Joined: Sun Oct 19, 2014 6:35 pm

Re: [Script] Starting Items for Party (VERY Alpha)

Post by NutJob »

TheLegendaryNarwhal wrote:Definitely a super useful post! Didn't pay much attention to it at first since I was only interested in things with stack counts like cannon balls and such, this second installment will probly help me quite a bit. Going to try to isolate the spawn+stack size set part without all the rest of the code and see if I can make it work.

Nice, and yes this is a specialty sort-of-script and of personal taste, really. Hack it apart, and use what you want. Just wanted to help those (and myself, mostly; lol) trying to give their characters starting items [even though this only does weapons and has no error checking, yet].
Last edited by NutJob on Sun Oct 26, 2014 4:37 pm, edited 1 time in total.
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Drakkan
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Joined: Mon Dec 31, 2012 12:25 am

Re: [Script] Starting Items for Party (VERY Alpha)

Post by Drakkan »

hey man ! nice scripting here. To be honest I am little confused what are you trying to to as seems you are mixing some stuff together. So I would really welcome if you make this thread little more clear :)
I would welcome if I can just add some items to my starting party members, thats all. Perhaps you also could put some easy notes inside the script explaining to noobs like me what some important rows are doing or what to change accordingly.
thanks a lot !
Breath from the unpromising waters.
Eye of the Atlantis
NutJob
Posts: 426
Joined: Sun Oct 19, 2014 6:35 pm

Re: [Script] Starting Items for Party (VERY Alpha)

Post by NutJob »

Drakkan wrote:hey man ! nice scripting here. To be honest I am little confused what are you trying to to as seems you are mixing some stuff together. So I would really welcome if you make this thread little more clear :)
I would welcome if I can just add some items to my starting party members, thats all. Perhaps you also could put some easy notes inside the script explaining to noobs like me what some important rows are doing or what to change accordingly.
thanks a lot !
Sure, eventually as I grow this side-project. Currently working on two puzzles in my mod and I side-tracked myself with this one. Coffee, ADHD, and blaring Metal makes me something-something. ~laughs~

But, yes, I'll elaborate as I come back to this from time to time.
NutJob
Posts: 426
Joined: Sun Oct 19, 2014 6:35 pm

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Post by NutJob »

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Last edited by NutJob on Wed Nov 12, 2014 1:27 am, edited 1 time in total.
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Drakkan
Posts: 1318
Joined: Mon Dec 31, 2012 12:25 am

Re: [ [ Script ] ] -- Starting Items for Party

Post by Drakkan »

that last script looks really impresive. whats going on in it ? :shock: :D
Breath from the unpromising waters.
Eye of the Atlantis
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Mysterious
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Re: [ [ Script ] ] -- Starting Items for Party

Post by Mysterious »

Hi NutJob. With that Script you made would you be able to create a Demo Mod, just 1 small level so we could see how your code works please Thxs :)
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