Petri consumes glögg and codes with you

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JohnWordsworth
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Re: Petri consumes glögg and codes with you

Post by JohnWordsworth » Tue Dec 04, 2012 7:34 pm

@Xanathar: I like it! Either that or showDialog("background.tga", {"button01.tga", x, y, "button02.tga", x2, y2}, function(buttonIndex)); {Where the function is a callback that takes the clicked button index}.

Another Idea

- item:onHit() {So we can do spell effects on any monster that a custom projectile hits.}
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Skuggasveinn
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Re: Petri consumes glögg and codes with you

Post by Skuggasveinn » Tue Dec 04, 2012 7:42 pm

is it possible to have the renderer fade out into anothor color than black ?
Something like we can choose the fade out color per level ?

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crisman
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Re: Petri consumes glögg and codes with you

Post by crisman » Tue Dec 04, 2012 7:45 pm

Projectile spells should be casted on party tile, without actually hitting it

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Xanathar
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Re: Petri consumes glögg and codes with you

Post by Xanathar » Tue Dec 04, 2012 7:45 pm

@JohnWordsworth
showDialog("background.tga", {"button01.tga", x, y, "button02.tga", x2, y2}, function(buttonIndex));
Even better!
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petri
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Re: Petri consumes glögg and codes with you

Post by petri » Tue Dec 04, 2012 7:45 pm

Grimwold wrote:shootProjectile() to reference the same flags bitfield as damageTile() so that the originator ordinal can be used
The projectile code is rather limited at the moment... I could add "championOrdinal" argument to shootProjectile() which indicates the champion who casted the projectile. Is this good enough?

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Diarmuid
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Re: Petri consumes glögg and codes with you

Post by Diarmuid » Tue Dec 04, 2012 7:46 pm

oh, I just realized:

item:onEquip(slot) ! Simple but super super super super useful.

Actually, item:onInsertInSlot(slot) would be even more general, working for the whole 1-31 slots.
it would allow us to see when an item is put in the inventory, when a torch is put in the hand, when an amulet is worn, make triggers upon wearing a complete set of armor, make items have constant effects by just being carried (eg DM's rabbit foot)

We would need an onPickUp(slot) complementary hook which would work at least for inventory (or even for the floor/alcoves, etc).
Last edited by Diarmuid on Tue Dec 04, 2012 7:54 pm, edited 1 time in total.

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petri
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Re: Petri consumes glögg and codes with you

Post by petri » Tue Dec 04, 2012 7:52 pm

Done: added new LightSource property "flicker"

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JKos
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Re: Petri consumes glögg and codes with you

Post by JKos » Tue Dec 04, 2012 7:54 pm

petri wrote:
Grimwold wrote:shootProjectile() to reference the same flags bitfield as damageTile() so that the originator ordinal can be used
The projectile code is rather limited at the moment... I could add "championOrdinal" argument to shootProjectile() which indicates the champion who casted the projectile. Is this good enough?
Yes please, and it would be nice if shootProjectile could return the shot projectile id or the actual entity.
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LordYig
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Re: Petri consumes glögg and codes with you

Post by LordYig » Tue Dec 04, 2012 7:59 pm

Does the door object can be upgraded to include support for alternate direction ?
Can this be done easily ?

I mean one sided door opening at 0 degrees and two sided doors opening at 90 and 270 degrees is rather limited...
Also support for more than 2 sides for doors could be nice.

I am thinking, for example, of a 4 part door opening while sliding at 45°, 135°, 225° and 315°...
But two sided door opening at 0° and 180° could be nice also...
There's a lot of combination in fact...

A rotating door would be a bonus but that cause clipping problems so i don't think it is easily feasible right now.

Could this be added, in the model with node names ?
Does this need custom properties for the door object ?

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Kuningas
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Re: Petri consumes glögg and codes with you

Post by Kuningas » Tue Dec 04, 2012 7:59 pm

petri wrote:Done: added new LightSource property "flicker"
This is great, I've been avoiding light sources for this very reason. And Glögg is great. In fact, I need to see if I have some that is undrunk.

I have no proposable ideas of my own, though.

EDIT:
LordYig wrote:Does the door object can be upgraded to include support for alternate direction ?
Can this be done easily ?
This seconded thousandfold -- doing semi-outdoor environments, having doors that disappear down would sometimes be instrumental. It'd also enable makeshift moats and pits.
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