LoG Framework (dynamic hooks etc.)
Re: LoG Framework (new: D&D style spell book and 8 EoB spell
When we develop a book that can be loaded with scroll images with multiple pages, I'll be so excited.
-Not even just for carrying multiple spells in a single inv. slot, but for like diaries and things. Books full of descriptive images -for artists in the modding community-
-Not even just for carrying multiple spells in a single inv. slot, but for like diaries and things. Books full of descriptive images -for artists in the modding community-
"I'm okay with being referred to as a goddess."
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
- Message me to join in!
Re: LoG Framework (new: D&D style spell book and 8 EoB spell
@Neikun: Spell book could easily be converted to that.
I may write a short tutorial how to do this kind of book(without the framework).
I may write a short tutorial how to do this kind of book(without the framework).
- LoG Framework 2http://sites.google.com/site/jkoslog2 Define hooks in runtime by entity.name or entity.id + multiple hooks support.
- cloneObject viewtopic.php?f=22&t=8450
- cloneObject viewtopic.php?f=22&t=8450
Re: LoG Framework (new: D&D style spell book and 8 EoB spell
That'd be really cool, man.
"I'm okay with being referred to as a goddess."
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
- Message me to join in!
Re: LoG Framework (new: D&D style spell book and 8 EoB spell
Update:
- createSpell now automatically creates corresponding scroll for the spell, scroll casts the spell once and is consumed.
- added eob_spells.testMode. if set to true Mages can cast any spells even if they are not learned.
- added flame arrow spell
- minor bugfixes
- createSpell now automatically creates corresponding scroll for the spell, scroll casts the spell once and is consumed.
- added eob_spells.testMode. if set to true Mages can cast any spells even if they are not learned.
- added flame arrow spell
- minor bugfixes
- LoG Framework 2http://sites.google.com/site/jkoslog2 Define hooks in runtime by entity.name or entity.id + multiple hooks support.
- cloneObject viewtopic.php?f=22&t=8450
- cloneObject viewtopic.php?f=22&t=8450
Re: LoG Framework (new: AD&D style spell book and 9 EoB spel
New update:
- Magic missile projectile replaced.
- Added hook namespace projectiles.onHit, which is called when a projectile hits monster, blockage or champion.
Usage example:
Also global hook namespace 'projectiles' ( which catches all projectiles) and id-specific (eg. arrow_1) hooks are supported.
- Added a new monster for demonstration purposes: crowern_from_hell, which can cast 2 magic missiles.
Basically it's possible to give ability to cast magic missiles to any monster without even touching the .lua files.
Example:
But if you change the hook namespace to snail, then all snails will cast 2 magic missiles:
fw.addHooks('snail','eob_spells_test',{...
or you can add magic missiles to individual monsters if you want:
fw.addHooks('snail_1','eob_spells_test',{...
@djodgames This is WIP, so I don't recommend to use this feature in your mod yet because I'm going to make it easier to use and more reusable, something like:
eob_spells.addSpellsToMonster(spellName,amount,monsterHookNamespace,distance)
So you could use it like this:
eob_spells.addSpellsToMonster('magic_missile',2,'snail',3)
- Updated to google drive and steam
Edit: Also documentation of the framework updated (see first post of this thread).
- Magic missile projectile replaced.
- Added hook namespace projectiles.onHit, which is called when a projectile hits monster, blockage or champion.
Usage example:
Code: Select all
fw.addHooks('arrow','test',{
onHit = function(projectile,target,damage,damageType)
print('Arrow hits '..target.name)
end
})
- Added a new monster for demonstration purposes: crowern_from_hell, which can cast 2 magic missiles.
Basically it's possible to give ability to cast magic missiles to any monster without even touching the .lua files.
Example:
Code: Select all
fw.addHooks('crowern_from_hell','eob_spells_test',{
onMove = function(monster,dir)
-- cast a magic missile spell if party is 3 tiles ahead (at most)
if (help.nextEntityAheadOf(monster, 3,'party',true)) then
eob_spells.magicMissile(monster)
local count = data.get(monster,'magic_missile_count')
if count == nil then count = 1 end
if (count == 2) then
-- remove this hooks when 2 magic missiles are cast
fw.removeHooks('crowern_from_hell','eob_spells_test')
end
data.set(monster,'magic_missile_count',count + 1)
end
end
})
fw.addHooks('snail','eob_spells_test',{...
or you can add magic missiles to individual monsters if you want:
fw.addHooks('snail_1','eob_spells_test',{...
@djodgames This is WIP, so I don't recommend to use this feature in your mod yet because I'm going to make it easier to use and more reusable, something like:
eob_spells.addSpellsToMonster(spellName,amount,monsterHookNamespace,distance)
So you could use it like this:
eob_spells.addSpellsToMonster('magic_missile',2,'snail',3)
- Updated to google drive and steam
Edit: Also documentation of the framework updated (see first post of this thread).
- LoG Framework 2http://sites.google.com/site/jkoslog2 Define hooks in runtime by entity.name or entity.id + multiple hooks support.
- cloneObject viewtopic.php?f=22&t=8450
- cloneObject viewtopic.php?f=22&t=8450
-
- Posts: 41
- Joined: Sat Mar 31, 2012 11:48 am
- Location: Yeovil, England, UK
Re: LoG Framework (new: AD&D style spell book and 9 EoB spel
Tried to add this as per instructions - but it then crashes the Grimrock program to desktop.
Can you make a proper instruction manual for adding this and it sounds pretty good.
Can you make a proper instruction manual for adding this and it sounds pretty good.
Re: LoG Framework (new: AD&D style spell book and 9 EoB spel
What did you actually tried to do? To add the framework to your existing dungeon?
I just tested it and for me it worked. Created an empty dungeon and copied the framework.lua to mod_assets/scripts
and then modified the init.lua so it looked like this:
then I added script entity named logfw_init
Reloaded the dungeon and it worked fine.
For validation I added this to logfw_init main function after fwInit:close() --must be called
And it printed test to console when I moved the party.
Maybe your dungeon has some conflict with the framework, do you have a script entities named help, data or illusion_walls for example?
Btw. I uploaded a new version of framework.lua here: https://docs.google.com/file/d/0B7cR7sc ... tDbm8/edit
And FYI, turn based combat and AD&D magic system are not in framework yet because they are still under development. They are in demo dungeon only.
I just tested it and for me it worked. Created an empty dungeon and copied the framework.lua to mod_assets/scripts
and then modified the init.lua so it looked like this:
Code: Select all
-- 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/scripts/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"
Code: Select all
options = {}
-- load modules
options.modules = {
monsters_can_open_doors = false,
damage_dealing_doors = true,
illusion_walls = true,
talk = true,
}
spawn("LoGFramework", 1,1,1,0,'fwInit')
fwInit:open() -- this loads all script entites defined in framework.lua
-- timer will call this method automatically
-- 0.5 second after the game is started
-- activate loaded modules here
-- you can also set debug-flag on here
function main()
fw.debug.enabled = true
talk.activate()
illusion_walls.activate()
damage_dealing_doors.activate()
fwInit:close() --must be called
end
For validation I added this to logfw_init main function after fwInit:close() --must be called
Code: Select all
fw.addHooks('party','test',{
onMove = function()
print('test')
end
})
Maybe your dungeon has some conflict with the framework, do you have a script entities named help, data or illusion_walls for example?
Btw. I uploaded a new version of framework.lua here: https://docs.google.com/file/d/0B7cR7sc ... tDbm8/edit
And FYI, turn based combat and AD&D magic system are not in framework yet because they are still under development. They are in demo dungeon only.
- LoG Framework 2http://sites.google.com/site/jkoslog2 Define hooks in runtime by entity.name or entity.id + multiple hooks support.
- cloneObject viewtopic.php?f=22&t=8450
- cloneObject viewtopic.php?f=22&t=8450
-
- Posts: 41
- Joined: Sat Mar 31, 2012 11:48 am
- Location: Yeovil, England, UK
Re: LoG Framework (new: AD&D style spell book and 9 EoB spel
Hi, I am just trying to use your test dungeon to see what you are doing.
Whatever you changed in framework.lua has allowed my first problem to pass "spell_projectile.model" this first gave the error " cannot find" and when I added to the 'model folder' it crashed the program.
Now it cannot find "crowern_from_hell"
should there be a special monsters.lua file ? to go with the dungeon/framework ?
Whatever you changed in framework.lua has allowed my first problem to pass "spell_projectile.model" this first gave the error " cannot find" and when I added to the 'model folder' it crashed the program.
Now it cannot find "crowern_from_hell"
should there be a special monsters.lua file ? to go with the dungeon/framework ?
Re: LoG Framework (new: AD&D style spell book and 9 EoB spel
Hi,
Demo dungeon should work fine (I tested it) if you just download the demo dungeon from here
https://docs.google.com/open?id=0B7cR7s ... UN4SGZGNEk
Choose File -> Download from upper left corner. And unzip it to your Dungeons folder.
It contains all required files. Delete the previous LoGFramework directory just in case.
Demo dungeon should work fine (I tested it) if you just download the demo dungeon from here
https://docs.google.com/open?id=0B7cR7s ... UN4SGZGNEk
Choose File -> Download from upper left corner. And unzip it to your Dungeons folder.
It contains all required files. Delete the previous LoGFramework directory just in case.
- LoG Framework 2http://sites.google.com/site/jkoslog2 Define hooks in runtime by entity.name or entity.id + multiple hooks support.
- cloneObject viewtopic.php?f=22&t=8450
- cloneObject viewtopic.php?f=22&t=8450
-
- Posts: 41
- Joined: Sat Mar 31, 2012 11:48 am
- Location: Yeovil, England, UK
Re: LoG Framework (new: AD&D style spell book and 9 EoB spel
Yep that works - Thank You.
Now i can see what it actually does.
Now i can see what it actually does.