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Re: [EXSP] Extended Spells Framework v1.4

Posted: Sun Jan 20, 2013 6:43 pm
by Neikun
It's saying there's an error on line 58

Which is weird, cause apparently you don't have 58 lines in your init.lua

Re: [EXSP] Extended Spells Framework v1.4

Posted: Sun Jan 20, 2013 7:45 pm
by Diarmuid
Hmmm maybe I did an error when packaging the files, will check it in an hour or two, and anyway upload an updated 1.4.1 version that has some quick bugfixes.

Re: [EXSP] Extended Spells Framework v1.4

Posted: Sun Jan 20, 2013 9:58 pm
by vidarfreyr
kelly1111 wrote:Hello there,

Can someone please help me. I am trying to install the exsp, but get the following error. (newb here)

mod_assets/scripts/init.lua:58: unfinished string near '<eof>'

What am I doing wrong?

this is my init.lua file:

-- This file has been generated by Dungeon Editor 1.3.1

-- import standard assets
import "assets/scripts/standard_assets.lua"

-- import framework
import "mod_assets/framework/framework.lua"

-- import custom assets
import "mod_assets/scripts/items.lua"
import "mod_assets/scripts/monsters.lua"
import "mod_assets/scripts/objects.lua"
import "mod_assets/scripts/wall_sets.lua"
import "mod_assets/scripts/recipes.lua"
import "mod_assets/scripts/spells.lua"
import "mod_assets/scripts/materials.lua"
import "mod_assets/scripts/sounds.lua"
import "mod_assets/scripts/particles.lua"
import "mod_assets/scripts/high_temple_materials.lua"
import "mod_assets/scripts/high_temple_objects.lua"
import "mod_assets/scripts/high_temple_wall_set.lua"
import "mod_assets/scripts/slimes.lua"
import "mod_assets/scripts/flooded_dungeon.lua"
import "mod_assets/scripts/secret_doors_extras.lua"
import "mod_assets/scripts/skeletons_impaled.lua"
import "mod_assets/scripts/mine/mine_objects.lua"
import "mod_assets/scripts/mine/mine_wall_sets.lua"
import "mod_assets/scripts/mine/mine_materials.lua"
import "mod_assets/scripts/mine/mine_sounds.lua"
import "mod_assets/grim_bed/grim_bed.lua"
import "mod_assets/grim_vsword/grim_vsword.lua"
import "mod_assets/grim_vsword/grim_mstar.lua"
import "mod_assets/grim_vsword/grim_fbox.lua"
import "mod_assets/grim_vsword/gor_coin.lua"
import "mod_assets/grim_vsword/grim_mace_std.lua"
import "mod_assets/grim_vsword/grim_vorpalblade.lua"
import "mod_assets/grim_vsword/grim_coinslot.lua"
import "mod_assets/grim_vsword/grim_firestaff.lua"
import "mod_assets/grim_vsword/grim_maceorder.lua"
import "mod_assets/grim_vsword/dm_food.lua"
import "mod_assets/grim_vsword/dm_keys.lua"
import "mod_assets/lol_gobelins/scripts/objects.lua"
import "mod_assets/lol_gobelins/scripts/materials.lua"
import "mod_assets/scripts/lanterns.lua"
import "mod_assets/scripts/crusher_cube.lua"
import "mod_assets/scripts/buttons.lua"
import "mod_assets/scripts/animation_events.lua"
import "mod_assets/scripts/keys_and_locks_collection.lua"
import "mod_assets/scripts/wall_plaques.lua"
import "mod_assets/scripts/chakram.lua"
import "mod_assets/scripts/alcoves_and_gems_collection.lua"

---import exsp
import "mod_assets/exsp/exsp_init.lua”

I know what your problem is. as I had the same problem. You copied the last line from the pdf manual, right? If you look carefully at the last "quotation mark" you will notice it is another kind than used in the rest of the .lua file. If you replace that quotation mark with the same as the others you will be fine. They look very similar, until closely examined, but they are not the same symbol and apparently the game does not recognize the latter.

Re: [EXSP] Extended Spells Framework v1.4

Posted: Sun Jan 20, 2013 10:19 pm
by Diarmuid
Wow, thanks vidarfreyr, that's really helpful! You guys should discard that pdf manual anyway now, and get latest info from the wiki:
https://sites.google.com/site/exspwiki/home (I fixed the "quotation mark" over there too)

Anyway, here's v1.4.1, fixing the latest bugs: https://docs.google.com/folder/d/0B-rVm ... 5sMVU/edit

1.4.1 Changelog:

Improved: Changed the way spell animations were handled, it's more accurate and flexible.
Fixed: Most "serialization/upvalues" crashes when saving were ok, but I found and fixed some when loading.
Fixed: getCollisionAhead wasn't detecting WallText class.
Fixed: Blob would crash when hitting the party or a monster.
Fixed: Crash when using :freeze() monster method.
Fixed: Projectile Spells cast directly in front of a door or a wall were incorrectly spawned behind.
Fixed: Surviving champions became immune to monster spells if one or more party members were dead.

Portal code is not yet released here, as I'm still tweaking it.

Re: [EXSP] Extended Spells Framework v1.4.1

Posted: Sun Jan 20, 2013 11:16 pm
by kelly1111
Thanks alot guys,
that fixed the problem :)

Re: [EXSP] Extended Spells Framework v1.4.1

Posted: Mon Jan 21, 2013 12:00 am
by LordYig
This is an impressive collection of spell !
I have tested the last .dat file from the The EXSP Lab and this is wonderful.
The Room A puzzle is quite good !

Seeing how you have compiled this and all the graphical effects you have achieved to make (with grimwold as well), I was wondering how to make or emulate magical effect with custom animated models like the ice shards from the game ?

I have thought about this and I was thinking of using the crystal object to make animated spell effect and spawn one or more where needed with scripting.
You can think of a animated/rotating pillars of fire, animated rocks falling from the ceiling, flames and lava bursting out of the floor, exploding balls of light, etc. Nearly any kind of effect could be achieved if we could use an animated object to simulate the spell effect in addition to a particle system.

The only problem I could think of is that the crystal object serving as a spell effect, would be click-able by the player and would act any other crystal during the duration of the spell. And that would be bad if you do not want to make a summon crystal spell...
I have not seen any hook attached to a crystal object. I do not know if adding a custom "OnActivate" hook to this object is possible or not.
A workaround could be to add an offset in the model and to spawn the object one tile away from the tile the spell is cast but that' not very elegant and in my humble opinion it would result in a more complicated code and coordinate calculation.

I do not know if you have already tried something as this for this framework.
And I have not tested this yet but I was just wondering if this could be possible and if my idea is good or not ?

Re: [EXSP] Extended Spells Framework v1.4.1

Posted: Mon Jan 21, 2013 3:38 am
by Diarmuid
Hmm, these are interesting suggestions... I know however that the crystal class has a lot of hardcoded elements to it, such as the light source, and I'm not sure that if we change the class we'll keep the animation. Apart fromt that, for the clicking issue, maybe we can just move the node away, like below the floor? I haven't played much with, that, but maybe Neikun, who's getting good of both crystals and alcoves and clicking areas, might give us a hint.

Re: [EXSP] Extended Spells Framework v1.4.1

Posted: Mon Jan 21, 2013 4:32 am
by Neikun
So if you may have seen my video of a spinning skull
http://www.youtube.com/watch?v=lEd3NOVz ... gw&index=1

Here I have the spinning skull using crystal animation by changing the node named "Mesh" into "healing_crystal_mesh"
then I added 4 nodes:
"polymsh_detached"
"polymsh_detached1"
"polymsh_detached2"
"polymsh_detached3"
Now it will spin like the main crystal of the healing crystal.
So still in the gmt, I load the animation and tweak it until the skull is spinning center tile. Then I save it.

Now in my video I have it defined as a lever. It makes a clicking sound every 13 seconds to repeat the animation.
There is a timer that activates every 13 seconds, triggering a toggle from a script entity that effects the lever (skull)
And now it is spinning indefinitely.
Unfortunately I do not know how to make levers silent. And pressure plates require something to be on it. (and then taken off every 13 seconds)

Re: [EXSP] Extended Spells Framework v1.4.1

Posted: Mon Jan 21, 2013 9:27 pm
by LordYig
Neikun wrote:(...)
Now in my video I have it defined as a lever. It makes a clicking sound every 13 seconds to repeat the animation.
There is a timer that activates every 13 seconds, triggering a toggle from a script entity that effects the lever (skull)
And now it is spinning indefinitely.
Unfortunately I do not know how to make levers silent. And pressure plates require something to be on it. (and then taken off every 13 seconds)
Ho nice trick, I would not have though of using a lever.
I have already played with a custom plate and the animation is very quick to display even if you put several frames in it.
I think the plate animation only as two state (up down obviously) and the plate animation seems to only have one frame.

I don't know how to make lever silent either. Alcoves or locks also plays sound of their own without providing any control over it.
I haven't find anywhere a setting to make objects silent apart from the teleporter.
This is an hard coded element I guess.

I'll keep the lever idea in mind when I'll try to make custom magical effects. Thanks Neikun.

Re: [EXSP] Extended Spells Framework v1.4.2

Posted: Wed Feb 13, 2013 5:11 pm
by Diarmuid
Hello! Thanks to a bug report, here's a slight update, download link: https://docs.google.com/folder/d/0B-rVm ... sp=sharing. It's recommended that you upgrade or players will be able to crash the game by casting a firebusrt in a wall.

1.4.2 Changelog:

Fixed: Burst spells cast directly in front of a wall are now correctly handled and will not cause crashes anymore.



Oh, and LordYig: now that I've understood how the function, we can do what you requested with projectiles, slowly spinning in place.