FORGE [scripting mod]

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AdrTru
Posts: 223
Joined: Sat Jan 19, 2013 10:10 pm
Location: Trutnov, Czech Republic

FORGE [scripting mod]

Post by AdrTru »

I published Forge mod on Nexus -
http://www.nexusmods.com/legendofgrimrock2/mods/24/?
mod for v2.2.4

This mod provides manipulations with surfaced objects.
There is defined "Recipes" where are tested thru onInsert hook on some alcove/altar.
If this recipe is correct will be realized.
- object needed for recipe will be destroyed
- make special effects
- spawn new created items
SpoilerShow
Image
Documentation isnt ready yet, but I am ready for explayning if someone will wont this.

Mod contains GrimTK GUI from JohnWordsword - thank you for it, and Money mod.

EDIT: I create description of recipe deffinitions in Nexus description file
Last edited by AdrTru on Sat Apr 25, 2015 7:01 pm, edited 2 times in total.
My LOG2 projects: virtual money, Forge recipes, liquid potions and
MultiAlcoveManager, Toolbox, Graphic text,
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BuzzJ
Posts: 160
Joined: Sat Jan 12, 2013 4:06 pm

Re: FORGE [scripting mod]

Post by BuzzJ »

as a sidenote, that zombie looks so happy. Look at him. a shopkeeper head could probably use the same animations with just a tweaked different mesh.
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AdrTru
Posts: 223
Joined: Sat Jan 19, 2013 10:10 pm
Location: Trutnov, Czech Republic

Re: FORGE [scripting mod]

Post by AdrTru »

BuzzJ: shopkeeper is realy happy becouse he may realize exchange of some useless items :) and his service began recently ( every even centaury ).

I look to some misstake is in my effect deffinition. In script_entity_1 ( near shopkeeper ) is in definition for particle "poison_cloud" - must be "poison_cloud_small" sry for it.
If someone tested this script and make some usefull effect, may write it for next players. ( files with standard predefined sounds and particles are in mod_assets/forge )
My LOG2 projects: virtual money, Forge recipes, liquid potions and
MultiAlcoveManager, Toolbox, Graphic text,
Azel
Posts: 808
Joined: Thu Nov 06, 2014 10:40 pm

Re: FORGE [scripting mod]

Post by Azel »

That gorgeous zombie deserves a good wave file. Something that portrays both cuteness and painful mutilation.
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Drakkan
Posts: 1318
Joined: Mon Dec 31, 2012 12:25 am

Re: FORGE [scripting mod]

Post by Drakkan »

and now I want that zombie in my dungeon shop........... :d
Breath from the unpromising waters.
Eye of the Atlantis
Azel
Posts: 808
Joined: Thu Nov 06, 2014 10:40 pm

Re: FORGE [scripting mod]

Post by Azel »

Drakkan wrote:and now I want that zombie in my dungeon shop........... :d

Just dont get rid of the Ogre. He was my favorite shop owner :mrgreen:
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Drakkan
Posts: 1318
Joined: Mon Dec 31, 2012 12:25 am

Re: FORGE [scripting mod]

Post by Drakkan »

Azel wrote:
Drakkan wrote:and now I want that zombie in my dungeon shop........... :d

Just dont get rid of the Ogre. He was my favorite shop owner :mrgreen:
dontz worryz ! ;)
Breath from the unpromising waters.
Eye of the Atlantis
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AdrTru
Posts: 223
Joined: Sat Jan 19, 2013 10:10 pm
Location: Trutnov, Czech Republic

Re: FORGE [scripting mod]

Post by AdrTru »

Hey boys,
Did you look to function for changing position of altar? Without this changing is shopkeeper too far ( or in altar ).
For his usage is imho good to use this position manipulation.
My LOG2 projects: virtual money, Forge recipes, liquid potions and
MultiAlcoveManager, Toolbox, Graphic text,
User avatar
AdrTru
Posts: 223
Joined: Sat Jan 19, 2013 10:10 pm
Location: Trutnov, Czech Republic

Re: FORGE [scripting mod]

Post by AdrTru »

I upload to Nexus new version with Recipe Book.

There are many small changes and fixes.

Image
My LOG2 projects: virtual money, Forge recipes, liquid potions and
MultiAlcoveManager, Toolbox, Graphic text,
User avatar
Drakkan
Posts: 1318
Joined: Mon Dec 31, 2012 12:25 am

Re: FORGE [scripting mod]

Post by Drakkan »

rlly impressive what can talented scripter do. Wish many players to use this
thanks !
Breath from the unpromising waters.
Eye of the Atlantis
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