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Re: custom character classes

Posted: Sun Nov 01, 2015 12:38 am
by minmay
FeMaiden wrote:I must say I am very impressed by Eye of The Atlantis. i have never seen a mod with stuff like that in it.
giant leeches?
I was under the impression that we couldn't make brand new monster types in this.
or did you take the snail and use one of the other textures on it?.
It's from here, Drakkan had nothing to do with it.

Re: custom character classes

Posted: Sun Nov 01, 2015 1:49 am
by FeMaiden
I see..

well, in any event i'm having fun .
I can't believe how freaking easy this is...just copy pasting the definitions from the asset pack and changing a few words and numbers...

my current project is not going to have a lot of this stuff, but this is awesome to know for future mods.

there's no reason to use ANY of the default assets, I could just make all sorts of new weapons and items.
I could finally make a gun that scales with the end game enemies. (the repeater is way underpowered IMO) (even the hand cannon is underpowered...)


but now my mod is at a standstill again, because I don't want to move forward and start putting the default items and monsters everywhere, only to decide later i want to customize them and then have to go back and change everything retroactively.
but maybe it's not a standstill, since I am making progress, with all the custom elements. I'm glad i thought of this early in development

I already had to fix like 4 boss fights in my mod because I decided to use my new updated skeleton commander without the loot drops. and then i'll just add my customized weapon to the items he is carrying from his "components" in the editor

I sort of get it now. I was getting annoyed at the language you guys use like "all you have to do is "simply" this, ot you can "easily" do that like this" and i thouhgt "yeah, it's "simple" to you guys, not to me" but now that I understand it, it really IS "simple".

it's too bad there aren't more modders out there that know this stuff. I have played some really well designed mods with challenging puzzles but the author didn't even know how to script a boss fight to make the life bar and custom music appear. (i also hate when they fill their LoG2 mod with empty flasks and bottles of water, that don't do anything lol)



on a side question, I've noticed the assassin dagger has a description that it causes life leech, stealing enemy health. but it does not actually DO that...what would I add to the item definition to actually make it steal life on hit. (although , I think that would be way OP...)

and another question, is there a way to take a monster and make certain parts of it invisible, like if I wanted to take a medusa and make her body invisible so she looks like a disembodies medusa head floating in the air?

Re: custom character classes

Posted: Sun Nov 01, 2015 2:06 am
by minmay
FeMaiden wrote:on a side question, I've noticed the assassin dagger has a description that it causes life leech, stealing enemy health. but it does not actually DO that...what would I add to the item definition to actually make it steal life on hit. (although , I think that would be way OP...)
viewtopic.php?f=23&t=8307&p=89154#p89154

Re: custom character classes

Posted: Sun Nov 01, 2015 2:21 pm
by FeMaiden
another question, for making custom character classes and trait, where do I put the definitions?
in the LoG 2 asset pack, there exists a char_classes.lua and a traits.lua
but these files don't exist in the mod_assets.

I only have

dungeon
init
items
materials
monsters
objects
recipes
sounds
spells
tiles


I placed my ambient tracks in the the sounds.lua and they work but I don't know where to put the custom character class and trait definitions
unless it doesn't matter? can I just put them anywhere?

Re: custom character classes

Posted: Sun Nov 01, 2015 2:47 pm
by THOM
FeMaiden wrote:I don't know where to put the custom character class and trait definitions
unless it doesn't matter? can I just put them anywhere?
Yes.
The different definition-files are just to stay on top on them. You can also start a new file - but mind that you have to write down the init-comand into the init-file (with a file-path). And don't mix up *.lua and *.txt files.

Re: custom character classes

Posted: Sun Nov 01, 2015 10:43 pm
by FeMaiden
THOM wrote:
FeMaiden wrote:I don't know where to put the custom character class and trait definitions
unless it doesn't matter? can I just put them anywhere?
Yes.
The different definition-files are just to stay on top on them. You can also start a new file - but mind that you have to write down the init-comand into the init-file (with a file-path). And don't mix up *.lua and *.txt files.
so I could put sound definitions in the monsters. lua and monster definitions in the items.lua? they just have different names so I can remember what I put where?

also, where can I find the "icons" that the game sets for the traits? like , for example in the definition for the fighter trait, its says

Code: Select all

defineTrait{
	name = "fighter",
	uiName = "Fighter",
	icon = 96,
	description = "As a fighter you are a master of close combat. You are trained to use a wide variety of weapons.",

I guess icon = 96 is how the game knows to display that little icon of a guy holding 2 swords.
is there a list somewhere of all the "icons" and what number they are?
how do I add custom icon I made myself? what file format do they need to be?

Re: custom character classes

Posted: Sun Nov 01, 2015 11:23 pm
by Isaac
FeMaiden wrote:...how do I add custom icon I made myself? what file format do they need to be?
There are two main options that I know of.

The first is the Grimrock Atlas Tool, created by Dr. John Wordsworth; and found here on his Grimrock projects page: http://www.johnwordsworth.com/legend-of-grimrock/
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The second is to craft the image in an image editor. For that you need to make an image with your icons placed edge to edge ~each one 75x75 pixels, DDS format; with no compression (A8R8B8G8). An easy tool for doing this in Windows is Paint.Net; but other programs exist for Win/Mac/Linux. (Gimp/Photoshop mainly. Both need a dds format plugin; one is available from Nvidia.)
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Re: custom character classes

Posted: Mon Nov 02, 2015 12:46 am
by FeMaiden
argh...thanks for the info lol.

this looks like too much work for me right now.
not to mention the fact that I don't have photoshop, i've been doing my drawings in the default Paint program that's bundled in the windows install.

my treasure map images seem to be really small though when i apply them to the treasure map scroll, it's so small and hard to see where the "X marks the spot"
I'll just use the icons that the game offers and maybe later when i finish my mod, i'll go back in and do this...

I have my custom character class definitions in my materials.lua and they are working, so I got that done. the custom classes are more for flavor than anything else but I did adjust the stats as well.

Re: custom character classes

Posted: Mon Nov 02, 2015 1:28 am
by Isaac
FeMaiden wrote:...not to mention the fact that I don't have photoshop, i've been doing my drawings in the default Paint program that's bundled in the windows install.
If you are running on Windows, then get Paint.Net. It's free, and they created it to be a better MS-Paint. Paint.Net has native support for the DDS image format. You can use it for any texture alterations in Grimrock 1 & 2; not just icons ~mesh retexturing. ;)

Re: custom character classes

Posted: Mon Nov 02, 2015 5:15 am
by FeMaiden
sounds good because I forgot to mention that since the default paint program does not allow me to save an image in DDS format, i then had to upload it to a digital conversion website and then i am unable to open the DDS files and look at them.

they work in my mod, but i can't look at them from my desktop.


so i guess i'll try this paint.net