Re: [Open / Signup] One Room Round Robin 3 - Calling All Mod
Posted: Mon Jun 06, 2016 5:43 pm
Yeah man, I getcha. Will have a bunch of stuff to talk about as soon as I can get on the forums on my pc instead of mobile
Official Legend of Grimrock Forums
http://grimrock.net/forum/
For the first one, Minmay can you precise where is this door?Duncan's room:
- MAJOR: A wall is used as a secret door, even though that wall has an occluder and minimalSaveState, meaning it is broken in two ways: it re-closes every time game is reloaded, and it occludes things behind it even when it's open.
- MAJOR: Walking into the north area seems to trap the party behind mine_door_spear_8 permanently?
- MAJOR: The air elemental spam in the south area is ridiculous; you can fill the whole area with elementals, or farm them for experience. Why doesn't the spawner only activate once?
Code: Select all
---------------------------in dc_judgment_script, change:
function passwateropen()
if passthrough==2 then
floor_trigger_13:destroy()[/color]
mine_door_spear_8.door:open()
indic=0
end
end
---------------------- floor_trigger_13 added in 21,25. Onactivate mine_door_spear_8.door:close(), Ondeactivate mine_door_spear_8.door:open()
Code: Select all
--------------------------changes in nomagic_script (ground level)
function elemspawn()
local mons
local posy=math.floor(26-party.y)
if posy<2 then posy=-2 end
if spawn_counter.counter:getValue()>0 then
mons=spawn("air_elemental",party.level,party.x,party.y+2,(party.facing+2)%4,0).monster
mons:addConnector("onDie", "mine_door_spear_1", "open")
spawn_counter.counter:decrement()
if spawn_counter.counter:getValue()>0 then
mons:addConnector("onDie", self.go.id, "elemspawn")
end
if spawn_counter.counter:getValue()==0 then
mine_door_spear_1.door:open()
end
end
end
function rearm()
mine_door_spear_1.door:open()
if spawn_counter.counter:getValue()>0 then
floor_trigger_1.floortrigger:enable()
end
end
I think they both talk about the same thing, if I remember materials can only be modified in their onUpdate function, so you can take Minmay's code, unless you want me to do it for your room (I think it is better to let all other modders have the default values).Duncan1246 wrote:For the water surface issue, I understand that two ways are usable, Isaac's and Minmay's, so AndakRaynor what is your opinion? (and yes, the wave amplitude matters, because some platforms have to be partially immerged)
It's urban_town_wall_01_252.Duncan1246 wrote:For the first one, Minmay can you precise where is this door?
1 - I left some of the Grave Texts out for John to add some names or other things.Eleven Warrior's room:
- Minor: Several of the gravestones have empty text.
- Minor: An hudPrint which I assume is supposed to be a party member's voice refers to "we", but the player could be playing with only a single party member.
Ok, I will try to do that and I post here when it's done or if I can't manage itAndakRainor wrote:I think they both talk about the same thing, if I remember materials can only be modified in their onUpdate function, so you can take Minmay's code, unless you want me to do it for your room (I think it is better to let all other modders have the default values).Duncan1246 wrote:For the water surface issue, I understand that two ways are usable, Isaac's and Minmay's, so AndakRaynor what is your opinion? (and yes, the wave amplitude matters, because some platforms have to be partially immerged)
Well, I suspected it was it, but I have tested it several times, and after saving/loading the "door" stays open. Even if it was not so, the opening mechanism is always working. It's true that when it's open, the door goes on the level up, becoming an illusionary wall (you can pass through it) but this side effect isn't too bad. In addition, replacing this will break the visual "secret" effect (no secret wall in Skuggarsvein set, needs to use another set) or needs to changes all the walls...minmay wrote:It's urban_town_wall_01_252.Duncan1246 wrote:For the first one, Minmay can you precise where is this door?
(Why do the urban_town_wall objects even have ControllerComponents? You can't usefully open or close them anyway because of minimalSaveState and lack of an appropriate bottom. Someone should really remove those...)
Perhaps that can change before we release.Duncan1246 wrote:[(no secret wall in Skuggarsvein set, needs to use another set) or needs to changes all the walls...