EDITOR Feature Requests (not bugs!)

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
maysjw
Posts: 6
Joined: Wed Apr 11, 2012 8:29 pm

Re: EDITOR Feature Requests (not bugs!)

Post by maysjw »

Blichew wrote:Request: add hook onClick({no idea about parameters thou}) for every placeable object.

(Unless it is possible to cloneObject a wall button that can be hidden - but still clickable - behind a wall or decoration, i.e. daemon_head)
I agree with this request. I would like to be able to click on doors to "force" them open, or something similar, like in the EOB days.
Rico Len
Posts: 1
Joined: Wed Oct 10, 2012 11:50 pm

Re: EDITOR Feature Requests (not bugs!)

Post by Rico Len »

One thing I relied on when I was making dungeons for Dungeon Master with RTC was the ability to enable/disable other triggers from a button, or floor trigger, etc., as well as toggle it's visibility. Right now doors, pressure plates, switches etc are always enabled, and visible. It'd be nice to just have a couple of checkboxes for items that said that they were by default enabled or disabled, and visible or invisible. I'm sure there's probably LUA workarounds, but RTC had them accessible through the object properties UI and it was so nice.

Also, a prop object for illusion walls would be nice.
Decayer
Posts: 65
Joined: Sat Oct 13, 2012 3:19 pm

Re: EDITOR Feature Requests (not bugs!)

Post by Decayer »

Expose .class!

Then we could do things like

Code: Select all

if target.class == "Monster" or target.class == "Blockage" then
More hooks!

Alcoves and their ilk:
onRemoveItem(alcove, item)

Similar to onInsertItem, may return false to prevent you from taking the item.

Items:
onAttack(item, champion)
onDealDamage(item, champion, target, damage_amount, damage_type)
onEquip(item, champion)
onUnequip(item, champion)


Using party.onAttack to check attack items is kinda messy; IMO it would be neater to use party.onAttack to do stuff depending on the attacking champion and item.onAttack / item.onDealDamage to do stuff depending on the item itself.

(Edit: Maybe onUseItem does the same thing as onAttack would, gonna test...)
(Edit again: That doesn't seem to work. :()

All spawnable objects:
onSpawn(object)
onDestroy(object)


Just lay them on me, big daddy Petri!
Lmaoboat
Posts: 359
Joined: Wed Apr 11, 2012 8:55 pm

Re: EDITOR Feature Requests (not bugs!)

Post by Lmaoboat »

Dunno if it's been asked, but it would be great if we could make custom scripts/entites that allow you to change values in the inspector like you can with the standard ones.
Lollgramoth
Posts: 35
Joined: Fri Jun 15, 2012 7:31 am
Location: Germany

Re: EDITOR Feature Requests (not bugs!)

Post by Lollgramoth »

@Decayer: You can script an onEquip or onUnequip event. Use a Timer that calls a function which looks up if something has changed since the last 0.01 sec(or so). Here is an onInventoryChange event, which should be easily changed to be your onEquip/onUnequip event.

I didn't look up if it saves any state in savegames, it shouldn't thou.

Have fun ;)
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Xanathar
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Location: Torino, Italy
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Re: EDITOR Feature Requests (not bugs!)

Post by Xanathar »

Montis wrote:Request:
party:getChampionByOrdinal(number)
returns the champion with the requested ordinal number

Code: Select all

function getChampionGivenOrdinal(ordinal)
	for i = 1, 4 do
		local champion = party:getChampion(i)
		local ord = champion:getOrdinal()
		
		if (ord == ordinal) then
			return i
		end
	end
	return nil
end
But here are my wishes for Santa-Almost-Human-Klaus :) :
  • On script entities, ability to specify an external source file instead of code (to ease creation of libraries).
  • A party:teleport function (doing it by script.. is.. hard :| )
  • A timer object which keeps working after you change level
  • Almost Human to buy Bethesda and Bioware and take. over. the. world. (I'll be stopping green-tentacle for you, don't worry about him ;) :lol: )
Waking Violet (Steam, PS4, PSVita, Switch) : http://www.wakingviolet.com

The Sunset Gate [MOD]: viewtopic.php?f=14&t=5563

My preciousss: http://www.moonsharp.org
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Komag
Posts: 3654
Joined: Sat Jul 28, 2012 4:55 pm
Location: Boston, USA

Re: EDITOR Feature Requests (not bugs!)

Post by Komag »

Xanathar wrote: A party:teleport function (doing it by script.. is.. hard :| )
This would be nice, also to work for monsters, items, so we can just script individual teleport events
Finished Dungeons - complete mods to play
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Montis
Posts: 340
Joined: Sun Apr 15, 2012 1:25 am
Location: Grimrock II 2nd playthrough (hard/oldschool)

Re: EDITOR Feature Requests (not bugs!)

Post by Montis »

Xanathar wrote:

Code: Select all

function getChampionGivenOrdinal(ordinal)
	for i = 1, 4 do
		local champion = party:getChampion(i)
		local ord = champion:getOrdinal()
		
		if (ord == ordinal) then
			return i
		end
	end
	return nil
end
Thanks, I knew it could be done with a loop like that but yeah... well ^^


Anyway, another request:
A function that checks line of effect from the party (or a monster?) to a location in the dungeon.

Basically what I think about when requesting this is a teleport or summoning spell, that doesn't let you teleport/summon behind secret doors.
When destiny calls, the chosen have no choice.

My completed dungeon (LoG1): Hypercube
Lollgramoth
Posts: 35
Joined: Fri Jun 15, 2012 7:31 am
Location: Germany

Re: EDITOR Feature Requests (not bugs!)

Post by Lollgramoth »

Connectors automaticly give the linked object as a parameter away, so it is easier to get which object triggered the script.

The ability to change Skillnames and Skilldescriptions.

That would be nice :)
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petri
Posts: 1917
Joined: Thu Mar 01, 2012 4:58 pm
Location: Finland

Re: EDITOR Feature Requests (not bugs!)

Post by petri »

Lollgramoth wrote:Connectors automaticly give the linked object as a parameter away, so it is easier to get which object triggered the
already supported by 1.3.1
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