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Re: Grimrock Unlimited: A Procedurally Generated Adventure

Posted: Tue Dec 30, 2014 5:08 am
by Scotty
Fixed the crash! Thanks for the heads up, elpusher.

It was caused by slightly changing the world position of a bookshelf :?.

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Posted: Tue Dec 30, 2014 9:34 am
by eLPuSHeR
Good day Scotty.

I see you are investigating this issue. I hope you fix it soon. I want to play your module again.

Best regards.

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Posted: Wed Dec 31, 2014 8:33 pm
by eLPuSHeR
Hello.

Does anybody know why Assassin's dagger's lifeleach special attack doesn't work? At least with my Minotaur barbarian. The description says that upon every sucessful hit you will be healed. Attacking and hitting repeatedly an ogre proved no effect at all recovering life-wise.

My minotaur barbarian has got all five levels in light weapons; two accuracy levels and one critical level.

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Posted: Wed Dec 31, 2014 8:56 pm
by minmay
It doesn't work because it doesn't actually exist, you can see in the item definition here:

Code: Select all

defineObject{
	name = "assassin_dagger",
	baseObject = "base_item",
	components = {
		{
			class = "Model",
			model = "assets/models/items/assassin_dagger.fbx",
		},
		{
			class = "Item",
			uiName = "Assassin's Dagger",
			description = "A slender, wave-bladed dagger that only the most vile of the lizardmen assassins dare to use.",
			traits = { "light_weapon", "dagger" },
			gfxIndex = 402,
			impactSound = "impact_blade",
			gameEffect = "Life Leech: Successful hit drains life from target and heals you",
			weight = 1.0,
		},
		{
			class = "MeleeAttack",
			attackPower = 25,
			accuracy = 10,
			cooldown = 2.8,
			swipe = "vertical",
			attackSound = "swipe_light",
			requirements = { "light_weapons", 4 },
		},
	},
	tags = { "weapon" },
}
In Grimrock 1 it was hardcoded for the weapon with the name "assassin_dagger" to have life leech. This isn't in Grimrock 2.

Here's the onHitMonster hook I used for Tormentor's "life leech" effect, which restores health equal to 20% of damage dealt against living monsters:

Code: Select all

			onHitMonster = function(self, monster, side, dmg, champion)
				if monster:hasTrait("undead") or monster:hasTrait("elemental") or monster:hasTrait("construct") then
					-- pass for now, showing text would be too annoying
				else
					champion:regainHealth(dmg*0.2)
				end
			end,

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Posted: Thu Jan 01, 2015 12:05 am
by eLPuSHeR
Thanks minmay.

I bet Scotty (mod's author) will find code you posted very interesting... :D

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Posted: Mon Mar 16, 2015 8:28 am
by Scotty
I just put all the dungeon files up for download on the original post if anyone's interested. Feel free to use them however you wish, build onto it, use bits and pieces for your own stuff, whatever. I will warn you though, this was my very first attempt at LUA, so a lot of the core structure and stuff that I wrote early on is kinda... messy.

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Posted: Tue Mar 24, 2015 3:58 pm
by severgates
Hi
I've just experienced unexpected error after trying to pick up an item from an altar on lvl1

=== Software Failure ===

mod_assets/scripts/library.lua:39: attempt to concatenate local 'l' (a nil value)
stack traceback:
mod_assets/scripts/library.lua:39: in function <mod_assets/scripts/library.lua:37>
[string "Script.lua"]: in function 'sendMessage'
[string "Component.lua"]: in function 'triggerConnectors'
[string "Component.lua"]: in function 'callHook'
[string "Surface.lua"]: in main chunk
[string "GameObject.lua"]: in function 'sendMessage'
[string "Item.lua"]: in function 'onClickComponent'
[string "GameMode.lua"]: in function 'mousePressed'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Posted: Fri Mar 27, 2015 2:58 pm
by Scotty
Updating to the latest version should fix that!

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Posted: Fri Mar 27, 2015 3:53 pm
by severgates
Scotty wrote:Updating to the latest version should fix that!
Downloaded latest version (0.5.9) before start. I have no similar problems in other mods (tried some) and main Grimrock 2 campaign.

EDIT: All right, I'll try 2.1.18 update and post info if it works

EDIT 2: works fine after updating Grimrock to 2.1.24 version. Pls see my impressions and feedback after finishing 3 levels.

1. Maybe I'm blind or missed sth but I haven't found single iron key exluding lvl 1, required for opening chests or rooms with bonus items.
2. Pls reconsider changing configuration of dungeon. I think it should be possible for player to choose if he/she wants to play with or without hidden switches, level of monsters, amount of teleporters, fake walls, boss monsters, food, keys, etc. Maybe you should try to create sth in vein of Dungeon Hack? It's a suggestion- I don't know if it's possible from technical point of view In Grimrock.
3. Dungeon is straightforward and battle oriented- I don't expect mind boggling puzzles but it's too easy for me. Configuration described in point 2 will singnificantly increase lvl of playability.
4. Anyway it's worth downloading- thanks for it and keep up good work. Maybe some of my suggestions will help you to make it better.

And sorry for my English- I'm not a native speaker.

Re: Grimrock Unlimited: A Procedurally Generated Adventure

Posted: Mon Mar 30, 2015 12:12 am
by Oozie
I like this randomized dungeon
Yes it's mainly battle orientated rather than puzzly , but it's hard to create random puzzles, and the creator has done a good job at trying to include a few. I think.
Keys and food and many things are random. You may find not enough or too many, that's the fun of random! - like life really!
I don't think there are hidden switches or invisible or fake walls, if there were u would have to progress very slowly checking everywhere in case a wall was false etc.
There are boss mobs, a variety of them, guarding key to next level.
Really I am very impressed with this dungeon, it's giving me a lot of fun tx!