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Re: Mod-Project: Abandoned Places 2
Posted: Mon Jan 14, 2013 7:05 am
by msyblade
Aaaannnnd, here is your food spell.
Code: Select all
defineSpell{
name = "feast",
uiName = "Feast",
skill = "spellcraft",
level = 6,
runes = "EF",
manaCost = 15,
onCast = function(caster, x, y, direction, skill)
setMouseItem(spawn("snail_slice"))
end
}
Runes 5 and 6, although you can change that. (As well as the skill requirement and casting cost.) If you are afraid of balance issues, I guess you could make it cost 100 energy or something?
Re: Mod-Project: Abandoned Places 2
Posted: Mon Jan 14, 2013 7:20 am
by Wanderer
The Grimrock-Com is so great, you all make me really happy.
I think I will stay here for a while. I am so happy that I found a place like that, Its like a Treasure Room of some sort, full of unforgotten Games and People.
Thank you for the code msyblade, it looks very good, and is still a good level, not to low and not to high. It is just like in the original game it was.
Re: Mod-Project: Abandoned Places 2
Posted: Wed Jan 16, 2013 7:02 am
by Wanderer
Few Update-Notes of what I have done the last few days so far:
- convert original soundtrack to use in the opening screen of the mod: check
- make screenshots from the Intro of o.G. to use in opening screen: check
- add the files to the Mod and finish the Intro of the game (add Story, add first quest-text ect.): check
- Add few custom spells to the Mod:
- lesser food creation (LV7 - spellcraft ) : check
- greater food creation (LV14 - spellcraft) : check
- Party-Heal (LV24 - spellcraft) : check
- Hold Monster (LV5 - Earthmagic) : check
- add special scrolls with own rune-images to show the player wich runes are needed to cast the custom spells: check
- implement Spellsystem of learning from scrolls before be able to cast the spells: check
- finish the 3 special-fields of Water, Fire, Poison to design certain Levels of the Mod: check
- add some quest-related functions to the mod: check
- add some custom items to the Mod (weapons, Armor, questrelated ect.) : check
lg wanderer
Re: Mod-Project: Abandoned Places 2
Posted: Wed Jan 16, 2013 7:13 am
by msyblade
We like you too Wanderer, you are a nice fellow
Re: Mod-Project: Abandoned Places 2
Posted: Wed Jan 23, 2013 4:15 pm
by Wanderer
Re: Mod-Project: Abandoned Places 2
Posted: Wed Jan 23, 2013 5:06 pm
by Pandafox
yeah, good job !
if I can say something : maybe it should be better to make the texture a little less "clean"... You should try to add a "dirty" texture on it with soft alpha...
a quick exemple of what I mean :
Re: Mod-Project: Abandoned Places 2
Posted: Wed Jan 23, 2013 5:50 pm
by Wanderer
Ok, i actually play around with effects on the texture to make it little bit more decent and not so gloomy. But I have also to consider not making it to withered, since the temple grounds of AP2 (the upper level at last) shouldnt look to withered at all. Thisfor I also used the "Hightemple" Tileset and not the Dark-Temple i.e.
But you are right the gobelin should not look to strange in middle of the rest of the graphics.
lg Wanderer
Re: Mod-Project: Abandoned Places 2
Posted: Thu Jan 24, 2013 12:37 am
by Wanderer
However, there exist a carpet version of the Texture too, but this time without the Ankh and with a different surface structure of a carpet of course, and tihis time it is little darker...
I needed this two furnitures to design a very special room in the Temple (
)
lg Wanderer
Re: Mod-Project: Abandoned Places 2
Posted: Thu Jan 24, 2013 12:39 am
by Drakkan
nice carpets there !
Re: Mod-Project: Abandoned Places 2
Posted: Thu Jan 24, 2013 12:56 pm
by Wanderer
@Drakkan: thx for the nice words.
Now thanks to the wonderful Video-Tutorial of "Skuggasveinn" I have now managed to ged rid of one of my main-issues in completing the Temple of AP2:
I Know the model is not totally complete right now, but it works for now so like it is intendent to work:
The "Dying Master" Quest and what I needed is almost done:
Yes I know, I still have to change little things (like make the beard like a beard and not tentacles
)
But well, actually the quest works and shows what it should
And even the part of after solving the quest, works better than I expected
I know, i am really at the very beginning with changing things to meet my needings (and sorry for my bad english sometimes I even dont understand myself what I just said, but I am not born in Britain and nor in America, Its only my school english, but I work on this every day, I promise
)
lg Wanderer
Edit: The next step is to add some Face and more hairylike texture for the beard, the Robe is almost OK I think.