[Asset] Coins

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Leki
Posts: 550
Joined: Wed Sep 12, 2012 3:49 pm

Re: [Asset] Coins

Post by Leki »

I'm the Gate I'm the Key.
Dawn of Lore
Faerghail
Posts: 72
Joined: Tue Mar 27, 2012 8:49 pm

Re: [Asset] Coins

Post by Faerghail »

Thanks a lot for that , very good work :)
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blob
Posts: 50
Joined: Fri Aug 02, 2013 9:34 am

Re: [Asset] Coins

Post by blob »

Ohhh very cool shop. Things are coming up fast with modding for LoG2, this is super exciting! :)
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The cube
Posts: 94
Joined: Tue Apr 23, 2013 6:09 pm
Location: Barren Desert

Re: [Asset] Coins

Post by The cube »

We need a lock-like asset in which you can put multiple coins to to increment a counter to do something when you put x coins in, eg some sort of a slot machine.

I quite like the coins, but the ones leki linked to are excellent.
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Vice Dellos
Posts: 47
Joined: Thu Feb 28, 2013 12:56 pm

Re: [Asset] Coins

Post by Vice Dellos »

... now i feel like we need a slot machine XD a lock that eats coins and then a lever to set it off then it spawns monsters in a 3x3 pattern holding any possible winnings you deserve
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Lark
Posts: 178
Joined: Wed Sep 19, 2012 4:23 pm
Location: Springfield, MO USA

Re: [Asset] Coins

Post by Lark »

Do these work with LoG2? I set up everything correctly, as far as I can tell. Most items don't show up for placement and the one new one I located crashed the editor on start. I must be doing something wrong... :cry: -Lark
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Prozail
Posts: 158
Joined: Mon Oct 27, 2014 3:36 pm

Re: [Asset] Coins

Post by Prozail »

If you want to use the log1 assets you need to change a few things in the itemdefinitions. (the materials seem to be the same)

I'll give an example, this is the OLD definition

Code: Select all

	defineObject{
		name = "gor_coin_gold",
		class = "Item",
		uiName = "Gold Gor Coin",
		model = "mod_assets/grim_vsword/models/items/gor_coin_gold.fbx",
		description = "Golden Coin of Gor",
		gfxAtlas = "mod_assets/grim_vsword/textures/gui/germ_icoatlas.tga",
		gfxIndex = 13,
		glitterEffect = "glitter_gold",
		stackable = true,
		weight = 0.1,
	}
And this is the updated one

Code: Select all

	defineObject{
		name = "gor_coin_gold",
		baseObject = "base_item",
		components = {
			{
				class = "Model",
				model = "mod_assets/grim_vsword/models/items/gor_coin_gold.fbx",
			},
			{
				class = "Item",
				uiName = "Gold Gor Coin",
				gfxAtlas = "mod_assets/grim_vsword/textures/gui/germ_icoatlas.tga",
				gfxIndex = 13,
				weight = 0.1,
				stackable = 1,
				stackSize = 1,
				multiple = 1,
				traits = { "coin" },
				description = "Golden Coin of Gor",
			},
			{
				class ="Particle",
				particleSystem = "glitter_gold"
			}
		}
	}
Last edited by Prozail on Fri Oct 31, 2014 4:14 pm, edited 2 times in total.
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Lark
Posts: 178
Joined: Wed Sep 19, 2012 4:23 pm
Location: Springfield, MO USA

Re: [Asset] Coins

Post by Lark »

Thanks again, Prozail, you're the best! I think I've got it now and I'll attempt to convert them tonight. -Lark
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Prozail
Posts: 158
Joined: Mon Oct 27, 2014 3:36 pm

Re: [Asset] Coins

Post by Prozail »

There was a tyop in the post above, it's fixed now.. But i encountered something that might be a bug, "description" must come after anything related to stacking, otherwise the editor crashes with wierd errors.
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Doridion
Posts: 256
Joined: Tue Jun 10, 2014 9:23 pm

Re: [Asset] Coins

Post by Doridion »

Is the glitter_gold effect functionnal in LoG2 ? ( searching where could come the issue )

Germany created the glitter_gold effect, think it's not native in LoG1 or 2.
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