scripting new skill / class
scripting new skill / class
Hello script masters,
somebody here around to script how to define new class / skill / trait, maybe even new race ? If am not wrong , definition is already avaiable. just an idea.
somebody here around to script how to define new class / skill / trait, maybe even new race ? If am not wrong , definition is already avaiable. just an idea.
Re: scripting new skill / class
I would love to know how to do this as well, and to add to the list; is there a way to script new spells?
Re: scripting new skill / class
Drakan, i already can say to you that the defineRace and defineCharClass are present in the grimrock2.dat. But didn't search about arguments . In the case of defineTile, there's no argument/class that can be set after. Wiaiting for asset definition in the modding part of the main site.
Here after is the list i found in the grimrock2.dat
Here after is the list i found in the grimrock2.dat
Code: Select all
defineAnimationEvent
defineCharClass
defineMaterial
defineObject
defineParticleSystem
defineProxyClass
defineRace
defineRecipe
defineSkill
defineSound
defineSpell
defineTile
defineTrait
- JohnWordsworth
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Re: scripting new skill / class
It's in the official scripting reference too - with the parameters.
However, I can't get it to work at the moment. I have tried defining a race, a class and the corresponding traits with the same name, but they don't seem to appear in the character generation window on starting a new game
.
However, I can't get it to work at the moment. I have tried defining a race, a class and the corresponding traits with the same name, but they don't seem to appear in the character generation window on starting a new game
![Sad :(](./images/smilies/icon_e_sad.gif)
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Re: scripting new skill / class
*Off-topic : ON*
*Off-topic : OFF*
Sadly not all (( The defineTile is not yet there.JohnWordsworth wrote:It's in the official scripting reference too - with the parameters.
*Off-topic : OFF*
Re: scripting new skill / class
@Baddock - Yes new spells can and will be scripted up. The defining of spells has been updated in the scripting reference, I am sure a thread with some fine examples will be created soon.
I have had similar defeat with defining a new class + trait for the class
I tried exporting, playing and creating characters with these definitions in init.lua, but I could not select New Class at char creation.
Im obviously missing something!!
I have had similar defeat with defining a new class + trait for the class
I tried exporting, playing and creating characters with these definitions in init.lua, but I could not select New Class at char creation.
Im obviously missing something!!
![Laughing :lol:](./images/smilies/icon_lol.gif)
SpoilerShow
Code: Select all
defineCharClass{
name = "new_class",
uiName = "New Class",
traits = {[1] = "tough"},
skillPoints = 5,
}
defineTrait{
name = "new_class",
uiName = "New Class",
priority = 10,
icon = 0,
description = "Description of skill",
gameEffect = "Some game Effect",
charGen = true,
hidden = false,
}
Labyrinth of Lies (viewtopic.php?f=14&t=4400)
Legacy of Lies (viewtopic.php?f=22&t=12983&hilit=+legacy)
Legacy of Lies (viewtopic.php?f=22&t=12983&hilit=+legacy)
Re: scripting new skill / class
Although... defining this in init.lua
Then creating a plate connected to a script entity in dungeon with -
will indeed change your first characters class to New Class.
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Code: Select all
defineCharClass{
name = "newclass",
uiName = "New Class",
skillPoints = 5,
charGen = true,
}
defineTrait{
name = "newclass",
uiName = "New Class",
priority = 10,
icon = 0,
description = "Description of skill",
gameEffect = "Some game Effect",
charGen = true,
hidden = false,
}
SpoilerShow
Code: Select all
function changeClass()
local c = party.party:getChampion(1)
c:setClass("newclass")
end
Labyrinth of Lies (viewtopic.php?f=14&t=4400)
Legacy of Lies (viewtopic.php?f=22&t=12983&hilit=+legacy)
Legacy of Lies (viewtopic.php?f=22&t=12983&hilit=+legacy)
Re: scripting new skill / class
@petri: Is it possible to load custom dungeon init.lua (or let me say custom_character_creation.lua stored in my_assets scripts) after selecting custom dungeon from custom dungeon game menu (by clicking "chose" button) to get custom character class and race and skills as part of the character creation?
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Re: scripting new skill / class
It already works like this, but you need build 2.1.15 or later.Leki wrote:@petri: Is it possible to load custom dungeon init.lua (or let me say custom_character_creation.lua stored in my_assets scripts) after selecting custom dungeon from custom dungeon game menu (by clicking "chose" button) to get custom character class and race and skills as part of the character creation?
Re: scripting new skill / class
petri wrote:It already works like this, but you need build 2.1.15 or later.Leki wrote:@petri: Is it possible to load custom dungeon init.lua (or let me say custom_character_creation.lua stored in my_assets scripts) after selecting custom dungeon from custom dungeon game menu (by clicking "chose" button) to get custom character class and race and skills as part of the character creation?
It's not presented in char creation menu,
and I'm getting crash in console typing party.party:getChampion(1):setClass("my_custom_class")
party.party:getChampion(1):setClass("rogue") for example works
Code: Select all
defineCharClass{
name = "my_custom_class",
uiName = "My Class",
skillPoints = 5,
skillLevel = 2,
charGen = true,
}
Last edited by Leki on Fri Nov 07, 2014 3:46 pm, edited 1 time in total.
I'm the Gate I'm the Key.
Dawn of Lore
Dawn of Lore