Ask a simple question, get a simple answer

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

Re: Ask a simple question, get a simple answer

Post by NutJob »

If you're looking for something that straight forward, and hardcoded, just use a floor_trigger at the x,y you want it to happen at with disableSelf checked and attach that trigger to a script.
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Matlock19
Posts: 23
Joined: Sun Nov 02, 2014 2:11 am

Re: Ask a simple question, get a simple answer

Post by Matlock19 »

When defining/cloning custom objects, is there a way to give a Weapon the "equipmentitem" component and have it actually work? As an example:

Code: Select all

cloneObject{ 
     name = 'ricard_rapier',
	 baseObject = 'rapier',
	 components = {
	   { 
	     class = "Item",
		 uiName = "Ricard's Rapier",
		 description = "Test.",
	   },
	   {
	     class = "EquipmentItem",
		 dexterity = 2,
		 energy = 20,
	   },
	}
}
This makes the stat bonuses show up on the weapon description, but they don't actually affect the character when equipped. Is there a workaround for this or am I just forgetting something?
minmay
Posts: 2780
Joined: Mon Sep 23, 2013 2:24 am

Re: Ask a simple question, get a simple answer

Post by minmay »

You need to add slot = 1 to the EquipmentItem component.
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blob
Posts: 50
Joined: Fri Aug 02, 2013 9:34 am

Re: Ask a simple question, get a simple answer

Post by blob »

Is there a chart of the slots somewhere?
Batty
Posts: 509
Joined: Sun Apr 15, 2012 7:04 pm

Re: Ask a simple question, get a simple answer

Post by Batty »

blob wrote:Is there a chart of the slots somewhere?
Credit: Sutekh
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blob
Posts: 50
Joined: Fri Aug 02, 2013 9:34 am

Re: Ask a simple question, get a simple answer

Post by blob »

Oh, thank you both. :)
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Ciccipicci
Posts: 154
Joined: Mon Oct 08, 2012 12:55 am

Re: Ask a simple question, get a simple answer

Post by Ciccipicci »

Someone can make an earthquake script that works in Log2? The Log1 one doesn't work.
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Drakkan
Posts: 1318
Joined: Mon Dec 31, 2012 12:25 am

Re: Ask a simple question, get a simple answer

Post by Drakkan »

Ciccipicci wrote:Someone can make an earthquake script that works in Log2? The Log1 one doesn't work.
for shaking the camera use

function shake()
party.party:shakeCamera(0.05, 4, 0.5) -- first number is how much is the shake, second is lenght
end

however I did not found sound for earthquake, so probably use the old one from Log1. Also I am missing the particle effect for dust
Breath from the unpromising waters.
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TheLastOrder
Posts: 104
Joined: Wed Oct 17, 2012 1:56 am

Re: Ask a simple question, get a simple answer

Post by TheLastOrder »

What is "Trigger on Start" for in the timers?

It seems not to be having any effect, either enabled or disabled... :(

The timers start running anyways...
NutJob
Posts: 426
Joined: Sun Oct 19, 2014 6:35 pm

Re: Ask a simple question, get a simple answer

Post by NutJob »

It'll trigger the connector when it starts (0.0) and at your timerInterval (like normal).
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