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Like I said in my thread about new spells, here is the script I use to force a champion to have the scroll of a spell in his inventory or in his hand to be able to cast it. You can throw it in the file "init.lua" or anywhere you want, and normally it enough. Nothing more is required.
As usual some fine tuning can be doing if you want. Obviously you have to had a "if" bloc for each new spell if you had some custom ones. For now the variable spellUiName isn't used but you can use it to create a contextual message if you want.
defineObject{
name = "party",
baseObject = "party",
components = {
{
class = "Party",
onCastSpell =
function(party,champion,spellName)
local itmName = ""
local spellUiName = ""
if spellName == "water_breathing" then
itmName = "scroll_water_breathing"
spellUiName = "Water Breathing"
end
if spellName == "resurrection" then
itmName = "scroll_resurrection"
spellUiName = "Resurrection"
end
if spellName == "antidote" then
itmName = "scroll_antidote"
spellUiName = "Antidote"
end
if spellName == "recovery" then
itmName = "scroll_recovery"
spellUiName = "Recovery"
end
if spellName == "antivenom" then
itmName = "scroll_antivenom"
spellUiName = "Antivenom"
end
if spellName == "enchant_arrow" then
itmName = "scroll_enchant_arrow"
spellUiName = "Enchant Arrow"
end
if spellName == "heal" then
itmName = "scroll_heal"
spellUiName = "Healing"
end
if spellName == "mass_heal" then
itmName = "scroll_mass_heal"
spellUiName = "Mass Healing"
end
if spellName == "shield" then
itmName = "scroll_shield"
spellUiName = "Shield"
end
if spellName == "force_field" then
itmName = "scroll_force_field"
spellUiName = "Force Field"
end
if spellName == "fireburst" then
itmName = "scroll_fireburst"
spellUiName = "Fireburst"
end
if spellName == "light" then
itmName = "scroll_light"
spellUiName = "Light"
end
if spellName == "darkness" then
itmName = "scroll_darkness"
spellUiName = "Darkness"
end
if spellName == "darkbolt" then
itmName = "scroll_darkbolt"
spellUiName = "Darkbolt"
end
if spellName == "fireball" then
itmName = "scroll_fireball"
spellUiName = "Fireball"
end
if spellName == "meteor_storm" then
itmName = "scroll_meteor_storm"
spellUiName = "Meteor Storm"
end
if spellName == "shock" then
itmName = "scroll_shock"
spellUiName = "Shock"
end
if spellName == "invisibility" then
itmName = "scroll_invisibility"
spellUiName = "Invisibility"
end
if spellName == "lightning_bolt" then
itmName = "scroll_lightning_bolt"
spellUiName = "Lightning Bolt"
end
if spellName == "poison_cloud" then
itmName = "scroll_poison_cloud"
spellUiName = "Poison Cloud"
end
if spellName == "poison_bolt" then
itmName = "scroll_poison_bolt"
spellUiName = "Poison Bolt"
end
if spellName == "ice_shards" then
itmName = "scroll_ice_shards"
spellUiName = "Ice Shards"
end
if spellName == "dispel" then
itmName = "scroll_dispel"
spellUiName = "Dispel"
end
if spellName == "frostbolt" then
itmName = "scroll_frostbolt"
spellUiName = "Frostbolt"
end
if spellName == "fire_shield" then
itmName = "scroll_fire_shield"
spellUiName = "Fire Shield"
end
if spellName == "shock_shield" then
itmName = "scroll_shock_shield"
spellUiName = "Shock Shield"
end
if spellName == "poison_shield" then
itmName = "scroll_poison_shield"
spellUiName = "Poison Shield"
end
if spellName == "frost_shield" then
itmName = "scroll_frost_shield"
spellUiName = "Frost Shield"
end
for i = 1, 32, 1 do
if champion:getItem(i) ~= nil and champion:getItem(i).go.name == itmName then
return true
end
end
hudPrint(champion:getName().." needs to have the spell scroll on him to be able to cast it")
return false
end
}
},
}
This is cool. Just by any chance in case you will like this idea, here is link for LOG1 script , where you need to learn spell before casting it. I think it is working very similar way and it should be even quite better than just owning the script in the inventory. However it need to be converted into Log2 and my scripting knowledge is not so high :/ viewtopic.php?f=14&t=4629&hilit=learn+s ... g&start=10
defineObject{
name = "party",
baseObject = "party",
components = {
{
class = "Party",
onCastSpell =
function(party,champion,spellName)
local itemName = "scroll_"..spellName
for i = 1, 32, 1 do
if champion:getItem(i) ~= nil and champion:getItem(i).go.name == itemName then
return true
end
end
hudPrint(champion:getName().." needs to have the spell scroll on him to be able to cast it")
return false
end
}
}
Should do the same thing and it works for custom spells too. One of the base rules of programming is DRY "Don't repeat yourself". I know it's hard at first, but try to think that way
Drakkan wrote:This is cool. Just by any chance in case you will like this idea, here is link for LOG1 script , where you need to learn spell before casting it. I think it is working very similar way and it should be even quite better than just owning the script in the inventory. However it need to be converted into Log2 and my scripting knowledge is not so high :/ viewtopic.php?f=14&t=4629&hilit=learn+s ... g&start=10
I used this method too, champ needs to own the scroll but also have sufficient skill to "use" the consumable scroll >> turns into a read scroll in inventory with all the spell info that was hiding otherwise.
I will convert this script over soon and post back here...
Drakkan wrote:This is cool. Just by any chance in case you will like this idea, here is link for LOG1 script , where you need to learn spell before casting it. I think it is working very similar way and it should be even quite better than just owning the script in the inventory. However it need to be converted into Log2 and my scripting knowledge is not so high :/ viewtopic.php?f=14&t=4629&hilit=learn+s ... g&start=10
Credits to Ixnatifual and Grimwold from the above link
To impliment this system to LoG2
init.lua
spellbook = {fireburst = 0}
spellNames = {fireburst = "Fire Burst"}
function learnSpell(champ, spell, skill, reqSkill)
if champ:getSkillLevel(skill) >= reqSkill then
if (spellbook[spell] == 0) then
if spellNames[spell] ~= nil then
spellbook[spell] = 1
playSound("level_up")
hudPrint(champ:getName() .. " scribes the spell \"" .. spellNames[spell] .. ".\"")
return true
else
hudPrint(champ:getName() .. " does not know what the spell " .. spell .. " is.")
return true
end
else
hudPrint(champ:getName() .. " already knows that spell.")
return false
end
else
hudPrint(champ:getName() .. " isn't skilled enough to learn that spell.")
return true
end
end
function onCastSpell(party,champion,spellName)
if spellbook[spellName] == 0 then
hudPrint(champion:getName() .. " must learn that spell before casting it.")
playSound("spellfizzle1")
return false
elseif spellbook[spellName] == 1 then
hudPrint("you can cast this now")
return true
end
end
---------------------------------------------------------------SCROLLS
defineObject{
name = "scroll_fireburst_tolearn",
baseObject = "base_item",
components = {
{
class = "Model",
model = "assets/models/items/scroll.fbx",
},
{
class = "Item",
uiName = "Scroll of Fireburst",
gfxAtlas = "assets/textures/gui/items.tga",
gfxIndex = 113,
weight = 0.3,
},
{
class = "UsableItem",
emptyItem = "scroll_fireburst_learned",
sound = "level_up",
requirements = {"fire_magic", 2},
onUseItem = function(self,champion)
if champion:getSkillLevel("fire_magic") >= 2 then
return spellScripts.script.learnSpell(champion, "fireburst", "fire_magic", 2)
else
hudPrint(champion:getName() .. " isn't skilled enough to learn that spell.")
return false
end
end,
},
}
}
defineObject{
name = "scroll_fireburst_learned",
baseObject = "scroll_fireburst",
components = {
{
class = "Item",
uiName = "Scroll of Fireburst",
--gfxAtlas = "mod_assets/textures/akroma_icons.tga",
--gfxIndex = 54,
gfxAtlas = "assets/textures/gui/items.tga",
gfxIndex = 113,
gameEffect = "Game effect in bold up top",
description = "Description in italics down the bottom",
weight = 0.3,
},
{
class = "SpellScrollItem",
spell = "fireburst",
},
}
}
*there is a --icon ref for the learned scroll from akroma_icons1
*I dont know why the unlearned scroll list Fire Magic requirements twice ..??
I have only listed fireburst in the spell tables, you will need add spells as you go to spellbook and spellNames
I believe that the game engine automatically generates scrolls for spells without needing to script the spell scrolls. Perhaps because you have done this the scroll has listed it twice?
defineObject{
name = "party",
baseObject = "party",
components = {
{
class = "Party",
onCastSpell =
function(party,champion,spellName)
local itemName = "scroll_"..spellName
for i = 1, 32, 1 do
if champion:getItem(i) ~= nil and champion:getItem(i).go.name == itemName then
return true
end
end
hudPrint(champion:getName().." needs to have the spell scroll on him to be able to cast it")
return false
end
}
}
Should do the same thing and it works for custom spells too. One of the base rules of programming is DRY "Don't repeat yourself". I know it's hard at first, but try to think that way
so, if i already have some custom spells (Jhaelen's excellent healing spells) in my spell.lua, and i add this code in there as well, for any and all spells, players will need the scroll to cast them, custom ones too?
would that script return true if the spell scroll was in a container? The reason i ask, is i wonder if i could make a modified 'wooden box' or 'sack' as a spellbook for the scrolls Nevermind, the answer is no.