EDITOR Feature Requests (not bugs!)

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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Nickydude
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Re: EDITOR Feature Requests (not bugs!)

Post by Nickydude » Thu Nov 08, 2012 3:53 pm

That's something similar to what I asked in another post. Excellent idea.
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Neikun
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Re: EDITOR Feature Requests (not bugs!)

Post by Neikun » Mon Nov 12, 2012 12:46 am

I would like the option for repelProjectiles to be applicable to alcoves optionally for alcoves that take up part of the floor.
This way, objects thrown at the alcove don't become hidden by the alcove model.
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Zyx
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Re: EDITOR Feature Requests (not bugs!)

Post by Zyx » Mon Nov 12, 2012 4:07 pm

alias(original_name, new_name)
Change the displayed name of a stat or a skill.

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Re: EDITOR Feature Requests (not bugs!)

Post by Zyx » Mon Nov 12, 2012 10:39 pm

Probably already asked dozen of times...

setMonsterStat (index, value)
getMonsterStat(index)

Allow to get/set any useful monster property. (provide an indexed list of interesting properties)

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Isaac
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Re: EDITOR Feature Requests (not bugs!)

Post by Isaac » Mon Nov 12, 2012 11:22 pm

Zyx wrote:Probably already asked dozen of times...

setMonsterStat (index, value)
getMonsterStat(index)

Allow to get/set any useful monster property. (provide an indexed list of interesting properties)
Hmmm...
>> setMonsterStat ("perturbed", true)
>> setMonsterStat ("merchant", true)
>> setMonsterStat ("blinded", true)
>> setMonsterStat ("party_ally", true)

This could have a lot of potential if there was support for altering the default AI actions; (like setting destination tiles and attack target IDs ~even giveItem()/takeItem() methods). 8-)

>> green_Ogre:setMonsterStat ("party_ally", true)
>> green_Ogre:giveItem("magic_anvil_of_Crom")
>> follow = {party.level, party.x, party.y}
>> green_Ogre:setMonsterStat ("destination", follow)

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Re: EDITOR Feature Requests (not bugs!)

Post by Zyx » Fri Nov 16, 2012 9:43 pm

Good ideas. Being able to set the target destination of a monster would increase the customization of their AI tenfold.

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cromcrom
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Re: EDITOR Feature Requests (not bugs!)

Post by cromcrom » Sat Nov 17, 2012 12:27 pm

hello, any words about any possible patch bringing some features listed here ?
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cromcrom
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Re: EDITOR Feature Requests (not bugs!)

Post by cromcrom » Thu Nov 22, 2012 1:00 am

Bump ? :-)
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petri
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Re: EDITOR Feature Requests (not bugs!)

Post by petri » Thu Nov 22, 2012 7:27 pm

I would *really* like to make a new patch but unfortunately I'm still too busy with the mac version and another secret project I can't talk about yet :)

BUT i'm feeling a bit bored right now so how about if I go get a couple of beers and you tell me the top three new scripting functions I should make right now for the next version. I should have 2-3 hours before the missus comes home...the clock is ticking.... :)

Going to get some beer, back in 15 mins.

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Re: EDITOR Feature Requests (not bugs!)

Post by Zyx » Thu Nov 22, 2012 7:35 pm

For me it would be:
- a way to set the target of a monster (party, item, monster, place...)
- a way to read/write all the characteristics of a monster (like health, evasion, etc.)
- anchorPos, anchorRotation, targetPos, targetSize and onInsertItem for Altars.

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