Tome Library

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
Batty
Posts: 509
Joined: Sun Apr 15, 2012 7:04 pm

Re: Tome Library

Post by Batty »

Here is a preliminary retextured tome for the Rogue class (meant to change the color from blue to something stealthy but forgot):

Image

I'm going to make tome skins for the fighter & mage classes and also one for the general category.
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Huff
Posts: 18
Joined: Fri Jun 22, 2012 9:47 pm

Re: Tome Library

Post by Huff »

@SpacialKatana:
Here is my working solution for the barrel crates to drop loot.

In objects.lua

Code: Select all

cloneObject
{
	name = "loot_crate",
	baseObject = "barrel_crate_block",
	onDie = function(object)
		lootCrate.breakCrate(object.level, object.x, object.y)
	end
}
I then create two script entities in the editor.

global_functions

Code: Select all

function getLoot()
	local loot = {"arrow", "baked_maggot", "pitroot_bread"}
	return loot[math.random(1, table.getn(loot))]
end
lootCrate

Code: Select all

function breakCrate(level, x, y)
	local facing = (party.facing +2) %4
	spawn(global_functions.getLoot(), level, x, y, facing)
end
Works great and no errors. Hope this helps!
SpacialKatana
Posts: 163
Joined: Fri Sep 14, 2012 6:20 pm

Re: Tome Library

Post by SpacialKatana »

I've been beaten down so bad nothing is gonna help me right now.
Ixnatifual

Re: Tome Library

Post by Ixnatifual »

Batty wrote:Here is a preliminary retextured tome for the Rogue class (meant to change the color from blue to something stealthy but forgot):

Image

I'm going to make tome skins for the fighter & mage classes and also one for the general category.
Oooh, that's looks very nice. :twisted:
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Neikun
Posts: 2457
Joined: Thu Sep 13, 2012 1:06 pm
Location: New Brunswick, Canada
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Re: Tome Library

Post by Neikun »

SpacialKatana wrote:I've been beaten down so bad nothing is gonna help me right now.
*pats on the back* There there D:
"I'm okay with being referred to as a goddess."
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Edsploration
Posts: 104
Joined: Wed Sep 19, 2012 4:32 pm

Re: Tome Library

Post by Edsploration »

Awesome stuff Ixnatifual! I'm completely supporting it in some analysis and a tool I'm working on for dungeon leveling/power/difficulty curves! In doing so I've been spending considerable time looking at items, and a bit of time looking at your items, and I noticed a few things of concern.

It seems the Tome of Agility has an error in the game text. It should say "dexterity +2", but it says "agility +2".

Also, It seems to me that your "point value" for evasion might be off. Looking at a few examples in game:
- The Huntsman Cloak (4 evasion, 1 dexterity, 1 vitality) found at dungeon level 3 upgrades(??) into the Scaled Cloak (8 evasion) found at dungeon level 5.
- The Lurker Set (each with 5 evasion) is found at an average dungeon level of 5.5 (from levels 1,5,7,9). Alternative equipment, 4 items of the Leather set (each with 4 protection) is found at an average dungeon level of 2 (from levels 1,2,2,3).
- The Fighter's Armors skill tree contains Protection +2 upgrades, and a Evasion +5 upgrade.

This last point especially leads me to believe 5 Evasion roughly equals 2 Protection. I did some testing in-game, and got the feeling that the benefit of evasion was closer to 1:1 with protection rather than 5:1. Although I really could be wrong! But assuming I'm not...

If we change the point value to 5 Evasion = 8 points (and 1 Evasion = 1.6 points), We see some unusually high point values result for some of the tomes in your library:
Tome of Agility = 11.2 points
Tome of Sticks = 14 points
Tome of Brawling = 14 points
Tome of Reflexes = 16 points

I suggest changing these tomes... here's one set of options!:
Agility: Dexterity +2, Evasion +1
Sticks: Staff Defense +3, Evasion +2
Brawling: Unarmed Combat +3, Evasion +2
Reflexes: Evasion +6

Again, really great stuff with this Tome Library. Thanks for creating it! I'm definitely going to be using it myself in all my modding!
Open Project -> Community FrankenDungeon: viewtopic.php?f=14&t=4276
Ixnatifual

Re: Tome Library

Post by Ixnatifual »

I think you are right Evasion might be worth more than I give it credit for in the current system. Looking more closely at the defensive skills, ignoring all other stats than direct bonuses to Protection and Evasion, I get this:

50 Armors grants Protection +30 and Evasion +5
50 Dodge grants Evasion +70
50 Staff Defense grants Protection +10 and Evasion +50

One could interpret that as meaning 30 Protection is roughly equal to 60-70 Evasion. Let's say we think 1 Protection is worth 2 Evasion. That would make the Dodge and Staff Defense bonuses exactly equal, and Protection slightly worse. So, considering I like to keep straigth numbers and going by the above, if 1 Protection = 2 Evasion, 2 Evasion = 4 points then 1 Evasion = 2 points.

Using this adjusted value, we get exactly 10 points on all of these adjusted tomes:
Agility: Dexterity +2, Evasion +1 (2*4+ 2)
Sticks: Staff Defense +3, Evasion +2 (3*2 + 2*2)
Brawling: Unarmed Combat +3, Evasion +2 (2*3 + 2*2)
Reflexes: Evasion +5 (5*2)

Almost the same as your estimates, with one Evasion point difference with the last Tome. What do you think?
It seems the Tome of Agility has an error in the game text. It should say "dexterity +2", but it says "agility +2".
Fixed.
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Edsploration
Posts: 104
Joined: Wed Sep 19, 2012 4:32 pm

Re: Tome Library

Post by Edsploration »

I think your adjustment is perfect! Or as good as we can get without exhaustive testing and statistics. I'll update my spreadsheet to reflect your changes.
Open Project -> Community FrankenDungeon: viewtopic.php?f=14&t=4276
Jordan
Posts: 88
Joined: Fri Apr 13, 2012 10:52 pm

Re: Tome Library

Post by Jordan »

Edsploration, first time I've seen your avatar, that is all kinds of awesome.

Thank you for the Tome Library, going to be a great resource to work with when I catch up and have the basics down with the editor.
Ixnatifual

Re: Tome Library

Post by Ixnatifual »

I updated the items.lua code according to the Evasion adjustment.
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