Grimrock Unlimited: A Procedurally Generated Adventure

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Scotty
Posts: 69
Joined: Fri Nov 07, 2014 2:59 pm

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Post by Scotty »

Fixed the crash! Thanks for the heads up, elpusher.

It was caused by slightly changing the world position of a bookshelf :?.
eLPuSHeR
Posts: 676
Joined: Tue Jan 08, 2013 7:42 pm

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Post by eLPuSHeR »

Good day Scotty.

I see you are investigating this issue. I hope you fix it soon. I want to play your module again.

Best regards.
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eLPuSHeR
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Re: Grimrock Unlimited: A Procedurally Generated Adventure

Post by eLPuSHeR »

Hello.

Does anybody know why Assassin's dagger's lifeleach special attack doesn't work? At least with my Minotaur barbarian. The description says that upon every sucessful hit you will be healed. Attacking and hitting repeatedly an ogre proved no effect at all recovering life-wise.

My minotaur barbarian has got all five levels in light weapons; two accuracy levels and one critical level.
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minmay
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Re: Grimrock Unlimited: A Procedurally Generated Adventure

Post by minmay »

It doesn't work because it doesn't actually exist, you can see in the item definition here:

Code: Select all

defineObject{
	name = "assassin_dagger",
	baseObject = "base_item",
	components = {
		{
			class = "Model",
			model = "assets/models/items/assassin_dagger.fbx",
		},
		{
			class = "Item",
			uiName = "Assassin's Dagger",
			description = "A slender, wave-bladed dagger that only the most vile of the lizardmen assassins dare to use.",
			traits = { "light_weapon", "dagger" },
			gfxIndex = 402,
			impactSound = "impact_blade",
			gameEffect = "Life Leech: Successful hit drains life from target and heals you",
			weight = 1.0,
		},
		{
			class = "MeleeAttack",
			attackPower = 25,
			accuracy = 10,
			cooldown = 2.8,
			swipe = "vertical",
			attackSound = "swipe_light",
			requirements = { "light_weapons", 4 },
		},
	},
	tags = { "weapon" },
}
In Grimrock 1 it was hardcoded for the weapon with the name "assassin_dagger" to have life leech. This isn't in Grimrock 2.

Here's the onHitMonster hook I used for Tormentor's "life leech" effect, which restores health equal to 20% of damage dealt against living monsters:

Code: Select all

			onHitMonster = function(self, monster, side, dmg, champion)
				if monster:hasTrait("undead") or monster:hasTrait("elemental") or monster:hasTrait("construct") then
					-- pass for now, showing text would be too annoying
				else
					champion:regainHealth(dmg*0.2)
				end
			end,
Grimrock 1 dungeon
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
eLPuSHeR
Posts: 676
Joined: Tue Jan 08, 2013 7:42 pm

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Post by eLPuSHeR »

Thanks minmay.

I bet Scotty (mod's author) will find code you posted very interesting... :D
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Scotty
Posts: 69
Joined: Fri Nov 07, 2014 2:59 pm

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Post by Scotty »

I just put all the dungeon files up for download on the original post if anyone's interested. Feel free to use them however you wish, build onto it, use bits and pieces for your own stuff, whatever. I will warn you though, this was my very first attempt at LUA, so a lot of the core structure and stuff that I wrote early on is kinda... messy.
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severgates
Posts: 58
Joined: Fri Dec 27, 2013 5:53 pm
Location: Zielona Góra, Poland

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Post by severgates »

Hi
I've just experienced unexpected error after trying to pick up an item from an altar on lvl1

=== Software Failure ===

mod_assets/scripts/library.lua:39: attempt to concatenate local 'l' (a nil value)
stack traceback:
mod_assets/scripts/library.lua:39: in function <mod_assets/scripts/library.lua:37>
[string "Script.lua"]: in function 'sendMessage'
[string "Component.lua"]: in function 'triggerConnectors'
[string "Component.lua"]: in function 'callHook'
[string "Surface.lua"]: in main chunk
[string "GameObject.lua"]: in function 'sendMessage'
[string "Item.lua"]: in function 'onClickComponent'
[string "GameMode.lua"]: in function 'mousePressed'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk
Scotty
Posts: 69
Joined: Fri Nov 07, 2014 2:59 pm

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Post by Scotty »

Updating to the latest version should fix that!
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severgates
Posts: 58
Joined: Fri Dec 27, 2013 5:53 pm
Location: Zielona Góra, Poland

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Post by severgates »

Scotty wrote:Updating to the latest version should fix that!
Downloaded latest version (0.5.9) before start. I have no similar problems in other mods (tried some) and main Grimrock 2 campaign.

EDIT: All right, I'll try 2.1.18 update and post info if it works

EDIT 2: works fine after updating Grimrock to 2.1.24 version. Pls see my impressions and feedback after finishing 3 levels.

1. Maybe I'm blind or missed sth but I haven't found single iron key exluding lvl 1, required for opening chests or rooms with bonus items.
2. Pls reconsider changing configuration of dungeon. I think it should be possible for player to choose if he/she wants to play with or without hidden switches, level of monsters, amount of teleporters, fake walls, boss monsters, food, keys, etc. Maybe you should try to create sth in vein of Dungeon Hack? It's a suggestion- I don't know if it's possible from technical point of view In Grimrock.
3. Dungeon is straightforward and battle oriented- I don't expect mind boggling puzzles but it's too easy for me. Configuration described in point 2 will singnificantly increase lvl of playability.
4. Anyway it's worth downloading- thanks for it and keep up good work. Maybe some of my suggestions will help you to make it better.

And sorry for my English- I'm not a native speaker.
Oozie
Posts: 1
Joined: Mon Mar 30, 2015 12:06 am

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Post by Oozie »

I like this randomized dungeon
Yes it's mainly battle orientated rather than puzzly , but it's hard to create random puzzles, and the creator has done a good job at trying to include a few. I think.
Keys and food and many things are random. You may find not enough or too many, that's the fun of random! - like life really!
I don't think there are hidden switches or invisible or fake walls, if there were u would have to progress very slowly checking everywhere in case a wall was false etc.
There are boss mobs, a variety of them, guarding key to next level.
Really I am very impressed with this dungeon, it's giving me a lot of fun tx!
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