Using assets without dungeon mod
Posted: Sat Jan 27, 2018 11:48 am
Is it possible to use items.lua as a standalone mod, if so what is the directory structure, i have tried several.
Thankyou
Thankyou
Official Legend of Grimrock Forums
http://almosthumangames.com/forum/
Code: Select all
-- import custom assets
import "mod_assets/scripts/items.lua"
Code: Select all
dx, dy = getForward(party.facing)
for each in entitiesAt(party.level, party.x+dx, party.y+dy) do
if each.name:match("door") or each.name:match("pit") then each:toggle() end
end
Code: Select all
dx, dy = getForward(party.facing)
for each in entitiesAt(party.level, party.x+dx, party.y+dy) do
if each.name:match("pit") then
spawn(each.name:sub(1,each.name:find('_')-1)..'_pit', each.level, each.x, each.y, each.facing):addTrapDoor():close()
break
end
end
Code: Select all
dx, dy = getForward(party.facing)
for each in entitiesAt(party.level, party.x+dx, party.y+dy) do
if each.name:match("door") or each.name:match("pit") then each:open() end
end
Code: Select all
dx, dy = getForward(party.facing)
for each in entitiesAt(party.level, party.x+dx, party.y+dy) do
if each.name:match("door") or each.name:match("pit") then each:close() end
end
With Grimrock 1, you need to redefine most objects that you plan to change. Mods use custom assets, and the default assets. The default assets are not in the dat file. The game has those internally.Grimples wrote: What would solve this is how do i extract .dat files, i could then edit the items.lua with the mod & then export it in the editor, i have done this Master Quest, the changes i have made in items.lua (i also cloned an extra satchel) show up in game.