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Re: Mystery Topic Revealed: Glögg Session Part 3!
Posted: Wed Feb 25, 2015 12:11 pm
by petri
This took a little longer to implement than expected but this works now:
Code: Select all
defineCondition{
name = "gloegg_infused",
uiName = "Gloegg Infused",
description = "Vitality +10, Willpower -10",
icon = 1,
iconAtlas = "mod_assets/textures/conditions.tga",
beneficial = true,
harmful = false,
tickInterval = 1,
onStart = function(self, champion)
hudPrint(champion:getName().." is infused with the power of Gloegg!")
self:setDuration(10)
end,
onStop = function(self, champion)
hudPrint(champion:getName().." feels weak!")
end,
onRecomputeStats = function(self, champion)
champion:addStatModifier("vitality", 10)
champion:addStatModifier("willpower", -10)
end,
onTick = function(self, champion)
print(self:getDuration().." seconds remaining.")
end,
}
I'm going to have a lunch break now, see you in about an hour!
Re: Mystery Topic Revealed: Glögg Session Part 3!
Posted: Wed Feb 25, 2015 12:12 pm
by Frenchie
Better take at advantage of this while it lasts or Petri starts to get sleepy...
Lately I have been I have been thinking about cubes after seeing an episode of Hulk and the Agents of S.M.A.S.H. It strikes that switches and levers are quite plain. I want to see more wall puzzles that fill a whole wall square.
- slide puzzle to make an image (made unreadable as already been done)
- multiple switches that each are a full brick, making a binary wall puzzle (made unreadable as already been done)
- hidden alcove by removing one or more bricks (using a chisel with limited charges)
- connection puzzle to reroot an ancient circuit to get a door to be opened (either electric or air flow)
Some more complex puzzles:
- change angles of wall mirrors to let a sun beam projected into a prism
- a room with prisms that split or combine lights of different colors.
Re: Mystery Topic Revealed: Glögg Session Part 3!
Posted: Wed Feb 25, 2015 12:23 pm
by JohnWordsworth
That's so cool Petri. After all the tool development, I really want to make a mod with lots of new spells - custom conditions will be sweet

.
Re: Mystery Topic Revealed: Glögg Session Part 3!
Posted: Wed Feb 25, 2015 12:25 pm
by Isaac
Frenchie wrote:- slide puzzle to make an image
- multiple switches that each are a full brick, making a binary wall puzzle
These two exist in the
ORRR2 mod, and the source is available to inspect.

(Needs updating for LoG2 though.)
Re: Mystery Topic Revealed: Glögg Session Part 3!
Posted: Wed Feb 25, 2015 12:38 pm
by Frenchie
These two exist in the ORRR2 mod, and the source is available to inspect.
As soon as I am able to buy LoG2 Mac and finish the base game I'll definitely want to do that mod.
Re: Mystery Topic Revealed: Glögg Session Part 3!
Posted: Wed Feb 25, 2015 12:41 pm
by Isaac
Frenchie wrote:
These two exist in the ORRR2 mod, and the source is available to inspect.
As soon as I am able to buy LoG2 Mac and finish the base game I'll definitely want to do that mod.
That's an LoG1 mod. A neat one too; even if that was my room in it.

22 modders worked on that one. IIRC
Re: Mystery Topic Revealed: Glögg Session Part 3!
Posted: Wed Feb 25, 2015 12:42 pm
by Frenchie
I thought ORRR1 was a LoG1 mod and ORRR2 was a LoG2 mod?
Re: Mystery Topic Revealed: Glögg Session Part 3!
Posted: Wed Feb 25, 2015 1:15 pm
by petri
Ok, I'm back! Hmm.. what next?
Re: Mystery Topic Revealed: Glögg Session Part 3!
Posted: Wed Feb 25, 2015 1:23 pm
by petri
I'm thinking about some global game flags... Something like:
- pause game
- monster ai on/off
- hide gui (for total gui overhaul)
Hmm... would these be useful? Any other flags like these?
Re: Mystery Topic Revealed: Glögg Session Part 3!
Posted: Wed Feb 25, 2015 1:26 pm
by Isaac
I think so.
Could 'pause game' allow a video to play or allow a custom mod-credits to display, without the player fiddling with the PCs or mouselook?
One thing that seems useful to some would be to completely hide the disabled PC placeholders. In LoG1 we could never completely hide them, and at times we wanted to.
**(I may be forgetting something about LoG2 videos; I've only played one with script just once... but I'm guessing they are already fullscreen and the Player can't see the PCs.

Cutscenes are why we wanted to hide the PCs... )

I've been trying to think of something useful but not trivial... Did you see the mention about pushblocks (a few posts back); that was something I first noticed when I suddenly realized that my entire puzzle was foiled by them ignoring collisions with doors.
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Well... At times I've had a need for the ability to damage a monster as an attack; not via damageTile.
Is it possible to have something like monster:damage(amount), and have that display the damage done (with the numbers)? And/or trigger the monster's onDamage hook; and have this work for other objects with health components? There does not seem to be a way to force/fake an attack.
Recently I scripted a round-about way to have an item cast a projectile spell that uses ammo items instead of charges. It works, it decrements the ammo, it doesn't cast without ammo.
Is there an easier way? Can the castSpell component get an option for ammo? This would enable new guns, and might allow for cast-able scrolls that use themselves as ammo.