Primitive Asset Definition Reference

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Doridion
Posts: 256
Joined: Tue Jun 10, 2014 9:23 pm

Re: Primitive Asset Definition Reference

Post by Doridion »

NutJob wrote:Doridion, tags puts the item in to a category inside the left panel drop down filter? Can any tag be used? This would be helpful only if it can be user made in my opinion (or I just got used to what's available). I'll give it a try. Hopefully tags = { "Weapons, Level 1", "Club", "Melee" } will work. If not, not very useful.
Yeaaaaaaah !!!!!! :mrgreen:

PS : NutJob, you'll be crazy when you'll see all basic definitions ! So many records ! ( For example, didn't know that receptor were .... wall_triggers base ! )
NutJob
Posts: 426
Joined: Sun Oct 19, 2014 6:35 pm

Re: Primitive Asset Definition Reference

Post by NutJob »

Nice, just tried it and it works. Unfortunately I have to define the entire object and all it's classes and properties to keep it from "breaking." That'll inflate the file size quite a lot just to add tags for ease of use while using the editor. Anyway to code it in with a script? Guess that would load after the editor got it's assets, wouldn't it? Ok so tags are again useless. ~laughs~
MrChoke
Posts: 324
Joined: Sat Oct 25, 2014 7:20 pm

Re: Primitive Asset Definition Reference

Post by MrChoke »

This is great. Thanks!
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Doridion
Posts: 256
Joined: Tue Jun 10, 2014 9:23 pm

Re: Primitive Asset Definition Reference

Post by Doridion »

NutJob wrote:Nice, just tried it and it works. Unfortunately I have to define the entire object and all it's classes and properties to keep it from "breaking." That'll inflate the file size quite a lot just to add tags for ease of use while using the editor. Anyway to code it in with a script? Guess that would load after the editor got it's assets, wouldn't it? Ok so tags are again useless. ~laughs~
Tsssss .... be creative ;) A simple tags = { "NutJob" }, or "Nut-Monster" ..... isn't it ? :D
NutJob
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Joined: Sun Oct 19, 2014 6:35 pm

Re: Primitive Asset Definition Reference

Post by NutJob »

tags = { "cave", "caerbannog", "sharp", "pointy", "nasty", "soiled-armour", "can leap", "look at the bones"}
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JKos
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Re: Primitive Asset Definition Reference

Post by JKos »

Great job JohnW, and thanks for the script also, I wouldn't never have thought overriding defineObject before importing standard assets myself, well thought. It gives some interesting possibilities.
- LoG Framework 2http://sites.google.com/site/jkoslog2 Define hooks in runtime by entity.name or entity.id + multiple hooks support.
- cloneObject viewtopic.php?f=22&t=8450
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Drakkan
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Joined: Mon Dec 31, 2012 12:25 am

Re: Primitive Asset Definition Reference

Post by Drakkan »

wish be so good as you are ! :) thanks a lot for sharing
Breath from the unpromising waters.
Eye of the Atlantis
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Doridion
Posts: 256
Joined: Tue Jun 10, 2014 9:23 pm

Re: Primitive Asset Definition Reference

Post by Doridion »

Ok guys, I've made a first sort of all of these definitions.

My sort is simple : organize all the definitions with the same origin together (BaseObject) For explicits or special definitions, I've stored them into logical sections.

There is actually 21 sections, and all have their own lua file :
Ceilings, Cinematics, Containers, Doors, Floors, Items, Lights, Logics, Monsters, Obstacles, Particle systems, Party, Pillars, Props, Scripting, Sounds, Spells, Stairs, Teleporters, Visual effects, Walls.

In all files begin, is write the sub-sections/definitions included in the file.

I repeat that it's a really "quick" sort, so, please, be indulgent. I continue to work to reorganise, section by section, the ordrer of class and properties in all definitions ... so it'll be very long xD If someone want help, he's welcome ^^

Here the sections files

Hope it'll help all of you to find the grail !
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QuintinStone
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Joined: Sat Nov 01, 2014 9:58 pm

Re: Primitive Asset Definition Reference

Post by QuintinStone »

Love this script! I modified it to let me get tile set info too.
Crypt of Zulfar
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