LoG2 Editor features and modding

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petri
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Re: LoG2 Editor features and modding

Post by petri »

whackangel wrote:So, it's going to be the same soft to edit dungeons in LoG2 or will there be an up-date, or a new soft... aaarg too many questions, so much excitment !!!
The new Dungeon Editor 2 is built in, just like the editor in Grimrock 1.
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cromcrom
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Re: LoG2 Editor features and modding

Post by cromcrom »

Can't wait for the editor. Hopefully I will build something better than the lost continent, with the experience :-), and new Scripting stuff. Will it be possible to randomize items variable in game (for my crafting system ?)
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petri
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Re: LoG2 Editor features and modding

Post by petri »

cromcrom wrote:Can't wait for the editor. Hopefully I will build something better than the lost continent, with the experience :-), and new Scripting stuff. Will it be possible to randomize items variable in game (for my crafting system ?)
Sure! With a little scripting, I don't see why not.
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pulpum
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Re: LoG2 Editor features and modding

Post by pulpum »

so it means we can import our dungeons from Grimrock 1 and improve them with this nex editor? :oops:
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Isaac
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Re: LoG2 Editor features and modding

Post by Isaac »

pulpum wrote:so it means we can import our dungeons from Grimrock 1 and improve them with this nex editor? :oops:
I doubt this; I certainly hoped for this, but the maps are different in LoG2, from what I've read.
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petri
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Re: LoG2 Editor features and modding

Post by petri »

Sorry, this is not possible. So much has changed... But a clever modder could make a tool to convert at least the basic dungeon layout to the new system.
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Leki
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Re: LoG2 Editor features and modding

Post by Leki »

Hi petri, in that super-cool component system, I guess champion can be defined in the same way, right? I mean can we define custom asset "champion"? Entity with components like name, class, skills, portrait, sounds and all atributes etc? :geek:
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petri
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Re: LoG2 Editor features and modding

Post by petri »

Leki wrote:Hi petri, in that super-cool component system, I guess champion can be defined in the same way, right? I mean can we define custom asset "champion"? Entity with components like name, class, skills, portrait, sounds and all atributes etc? :geek:
Unfortunately no, it would have been a HUGE effort to refactor champions like that. The problem is that the GUI has to make certain assumptions about how the champions are made -- for example, there is only so much space for attributes, and the layout of inventory slots is fixed.

The main way to customize champions is to give them traits.
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Leki
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Re: LoG2 Editor features and modding

Post by Leki »

petri wrote:
Leki wrote:Hi petri, in that super-cool component system, I guess champion can be defined in the same way, right? I mean can we define custom asset "champion"? Entity with components like name, class, skills, portrait, sounds and all atributes etc? :geek:
Unfortunately no, it would have been a HUGE effort to refactor champions like that. The problem is that the GUI has to make certain assumptions about how the champions are made -- for example, there is only so much space for attributes, and the layout of inventory slots is fixed.

The main way to customize champions is to give them traits.

I see... you know - nowday there is not a simple/safe way to remove, let me say armour skill if you gonna replace fighter with mage. So the point is not in the inventory but in reseting/removing skill. We can store atributes in array and write custom function like loadNpc() etc, but we cannot reach "hardcoded" things like Champion:trainSkill(“armors”, -1, dontSpendPoints) - it doesn't supporting 0 or better -1 --> remove skill... The point is that we cannot "change chapoions profession" let me say from fighter to mage because it's part of the story - mage is still keeping his "invisible" warrior "armour" skill ...
So in LoG2 we can "change proffesion" and "change theirs traits tree" and it will work?
If I have stored 6 champions, can I make 4paty members parties in that way? I mean injecting stored attributes into champion slot?

:geek:
Last edited by Leki on Fri Sep 26, 2014 4:30 pm, edited 1 time in total.
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petri
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Re: LoG2 Editor features and modding

Post by petri »

Oh yeah, it's possible to add/remove traits and skills. The modifiers they add are non-destructive nowadays.
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