[Assets] MinAssets 1.2.0

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minmay
Posts: 2789
Joined: Mon Sep 23, 2013 2:24 am

Re: [Assets] MinAssets 1.1.0

Post by minmay »

I've uploaded a new version, 1.1.0. Changes:

Code: Select all

- Added example dungeon.
- Added items:
  - The Third Eye: An emerald that shines a beam of light on nearby secret buttons while carried in open inventory.
  - Sack of Infinity: A sack that functions as a "bag of holding": it can hold 16 items and items inside it are weightless.
  - Repeating Crossbow: A missile weapon that fires 3 bolts with one click.

- Added spells:
  - Firebeam: A beam of fire that can hit multiple enemies. Fire 4.

  - Air Cushion: Caps the party's falling speed so that they cannot take falling damage. Air 2.
  - Discharge: Electricity instantly hits nearby monsters and can arc between them. Air 5.

  - Shatter: A burst of concussive force deals physical damage to all adjacent monsters and stuns them. Earth 4.
  - Grasp of the Leech: Burst spell. Does poison damage and heals the party for the damage done. Earth 5.

  - Magical Breathing: Breathe underwater. Water 2, Air 1.
  - Disrupt: Burst spell. Severely damages undead, elementals, and constructs. Water 4.
  - Hailstorm: A barrage of hailstones that deal half physical, half ice damage. Water 5, Air 1.
- Added the lights from Lost Halls of the Drinn. They use Grimrock 2 textures now, and have slightly better visual effects. Variations are included for the castle, tomb, and forest tilesets.
- Added the pedestal, table, wall-mounted tray, and shelf from Lost Halls of the Drinn. Again, they use Grimrock 2 textures and have variations for the castle, tomb, and forest tilesets.
- Added the Essences of Life, Spirituality, Physicality, and Death, and their corresponding beacons and decals, so you don't have to download Extra Essences separately. Also made the beacons work at any height (unlike the standard assets...)
- Added Toorum mode. Just load mod_assets/MinAssets/toorum/toorum.lua to enable it. See USAGE.txt for more details. It's a little better than my previously released Toorum mode (no longer potentially starts him with less than max health/energy).
- "Finished" the Earth armour set, it is less hideous now.
- Changed Harngha's weight to 0.4 kg (previously 3.0 kg). This is the weight it was always intended to have.
- Shrunk an unnecessarily large particle texture (items/essences/glow_ring_trans.dds).
- Made the Admascus Longsword's icon match its model's colors better.
- Renamed drinn_item_icons.dds to icons.dds and added new item icons in it.
- Better usage of local variables.
- Fixed typo in CREDITS.txt.
- Made CREDITS.txt more specific about where a sound file is used.
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Echoplex
Posts: 63
Joined: Tue Nov 04, 2014 10:59 pm

Re: [Assets] MinAssets 1.1.0

Post by Echoplex »

Very awesome can't wait to start using! Thanks for this :)
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akroma222
Posts: 1029
Joined: Thu Oct 04, 2012 10:08 am

Re: [Assets] MinAssets 1.1.0

Post by akroma222 »

Minmay, great stuff!
I read through all the files and played through your demo (and read the sign at the end) :lol:
Some really fantastic work here, especially the new spell effects - love the discharge lightning and the vertical rotating rune things :D
..... I definitely will be making use of few things for my spells (with permission)
Thanks v much for sharing

On a side note
SpoilerShow
Cheers for posting up the 4g patch - have not had one crash since then ;)

And also - silly question - how do you highlight parts of your spell scroll text with diff colours??
I know its possible, obviously, but I cant find where you have done this in your files - PM when you got time
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Drakkan
Posts: 1318
Joined: Mon Dec 31, 2012 12:25 am

Re: [Assets] MinAssets 1.1.0

Post by Drakkan »

this is top notch prof work... I just wish to see it in some mods (at least in your mod you will release some day !). I like the secret button searching gem the most, it is so wonderfully done !
thanks for sharing minmay
Breath from the unpromising waters.
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minmay
Posts: 2789
Joined: Mon Sep 23, 2013 2:24 am

Re: [Assets] MinAssets 1.1.0

Post by minmay »

akroma222 wrote:And also - silly question - how do you highlight parts of your spell scroll text with diff colours??
What do you mean? A spell scroll item is automatically generated whenever you call defineSpell(). The text is just created from the spell's name, requirements, skill, and description.
Also, I've uploaded 1.1.1 because I made a dumb mistake that gave a spell the wrong icon...
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akroma222
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Re: [Assets] MinAssets 1.1.1

Post by akroma222 »

hmmm my bad, I could have sworn I saw a scroll with the title "Scroll of Air Cushion" ,
for example, highlighted with yellow text instead of white (just as beneath it Air Cushion (Air Spell) is presented)
doubled checked, I must of been seeing things :?
>> is it possible for us to do this? In the same way we can alter the colour of showDamageText with monsters
- I figure it would require making alterations to the way defineSpell sets up scrolls...
sorry, PM me if this going off topic :)
minmay
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Re: [Assets] MinAssets 1.1.1

Post by minmay »

akroma222 wrote:hmmm my bad, I could have sworn I saw a scroll with the title "Scroll of Air Cushion" ,
for example, highlighted with yellow text instead of white (just as beneath it Air Cushion (Air Spell) is presented)
doubled checked, I must of been seeing things :?
Again, that is an automatically generated scroll. Every defineSpell() call will also define an item called "scroll_[spell name]" with the usual spell scroll format, including that highlighting.
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minmay
Posts: 2789
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Re: [Assets] MinAssets 1.2.0

Post by minmay »

New version, 1.2.0. Changes:

Code: Select all

- Added a fast travel system. Just place travel_node objects in your dungeon;
  the player can freely teleport from travel_nodes to other travel_nodes that
  they have found. You don't need to do ANYTHING except place the travel_node
  objects.
- Added a new firearm, a rifle, together with buffs to the vanilla firearms.
  There is an option, MIN_BUFF_FIREARMS, that can be set in MinAssets.lua to
  disable the buffs to firearms. The rifle model is not mine; see CREDITS.txt.
- Added "manabound" versions of all firearms, which do not require ammunition.
  Manabound revolvers, repeaters, and cannons also have new fire-based special
  attacks. Have fun launching mortars! Just be careful when doing it indoors...
- Added 10 armor piercing to great hammers and Tormentor, since they are maces,
  but reduced Tormentor's attack power to compensate.
- Changed CREDITS.txt layout.
- Added sections to USAGE.txt.
- Removed Forgotten River from the example dungeon.
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Echoplex
Posts: 63
Joined: Tue Nov 04, 2014 10:59 pm

Re: [Assets] MinAssets 1.2.0

Post by Echoplex »

Very excited to take a look at all of this. On a related note of Grimrock projects you're working on Min can we still expect the your Dark Temple set to be released? I know you mentioned it a few weeks ago and was curious.
minmay
Posts: 2789
Joined: Mon Sep 23, 2013 2:24 am

Re: [Assets] MinAssets 1.2.0

Post by minmay »

Yes, definitely.
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