Legend of Grimrock

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AdrTru

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AdrTru

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About this mod

One room with Lua scripts and new objects. v.3.2 - adding definitions for many new objects, new positions for ArmorRack v.3.1 - adding definitions for custom assets frm another moders, optimalized v.3 - new functions: FX is fixed for save game bug, new funny alcove swordBell, documentation v.2.16 - fix function for automatic load v.2.15 - Add

Permissions and credits
One room (for dungeon editor) with Lua scripts and new objects.

MAM(MultiAlcoveManager) is mod that manage new objects (xxx_ALCOVED). When this Object is in dungeon MAM aumaticly use spawn as much child alcoves as defined.Next MAM begin manage it for insert/remove conditions and spawn particle/light/looping sound effect for inserted items.

Now MAM use there ALCOVES:
- Thorch holder - with 6 positions for logical alcoves (include function torch)
- Pile of Items - demonstrate 4 positions with insert/remove conditions
- Weapon rack - 44 logical alcoves for some weapons
- Sword rack - 40 logical alcoves for swords (8 positions in rack)
- Armor rack - 16 logical positions for hard piece of armour (10 positions on rack)
- Sword bell - 6 positions object with special coding. I use it in testroom for open secret door by play melody on this swords.

Every of this alcoved object may be extended for next alcoves or changed(count alcoves, posittions of alcoves etc. ) of your wisches.
No problem to add new type of alcoved objects.
No problem add your specific items to definicions of alcoves.

v.3.2
-- added definitons for next items from standard and custom assets (flail, throwing and missile items, soft wear)
-- for soft wear I made optional construct Armer rack (some shelf - model is showed when is logical alcove is spawned)
-- added def. for items from Mine of Malan Vael and Eye of the Dragon

v.3.1
-- upgraded Sword Bell
-- added definitions for some custom assets from another moders
-- optimalized for too little alcoves spawned in one time.
v.3
-- Bug fix for FX after load game
-- Bug fix for initial alcoved many items from main alcove ( random crash during move items betwen alcoves )
-- Change system for conditions for insert/remove to be simple
-- looping sound system insired by Batty - thx
-- new "funy" alcoved object - Sword Bell - used for open secred door
-- "new" short sword ( use data from standard asset sword01 )
-- many minor changes
-- included "so so" documentation
v2.16
Fix function for automatic load object to alcove.
- item where not enable to load is putting on floor
- fix some minor bugs

v.2.15
Added function for automatic load ALCOVE
It is activate when any object is in main alcove
v2.1
Little changes:
-- Rewrite from THA(Torch Holder Alcove) to MAM(Multi Alcove Manipulator) names
-- Adding FX particle to any items (position is modificated by alcove MAM_xxx.TransFx
-- prevent to Insert and Remove items in same time ( global variable )
-- disabled moving thru Weapon Rack - onMove party hook
Adding alcove: SwordRack, ArmorRack
v.2
remaked script for use more types of multialcove objects.
For example I maked 2 new types - Pile of Items and weapon rack.

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Documentation of this mod is in .pdf in zip file


definitions for custom assets:
grim_vsword:
http://grimrock.nexusmods.com/mods/128
some weapons fitted to weapon and sword rack

pandafox_assets:
http://grimrock.nexusmods.com/mods/225
http://grimrock.nexusmods.com/mods/226
Gold and Black armor

merethif_shields:
http://grimrock.nexusmods.com/mods/67
Some shields

Asteroth6
weaponsarmour:
http://grimrock.nexusmods.com/mods/83
corrupted weapons, Misdeed armor

akroma222:
http://grimrock.nexusmods.com/mods/238
some custom weapons and items

Phitt
Mine of Malan Vael:
http://grimrock.nexusmods.com/mods/169
many new items for racks

Drakkan
Eye of the Dragon
http://grimrock.nexusmods.com/mods/189
some custom objects


Thank to all moders.