Petri consumes glögg and codes with you

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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petri
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Petri consumes glögg and codes with you

Post by petri »

It's time for another session of "Petri consumes <an consumable item> and codes with you!". As you may know the winter has come to Finland so today we serve only glögg. For those not in knowing, the rules are quite simple: I drink and you tell me what to code. Time is limited, so simple and quick features have much higher probability of being implemented :)

We have about 2,5 hours left. Let's go people!
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petri
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Re: Petri consumes glögg and codes with you

Post by petri »

Glögg warming up.. hmm, what to code...
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JohnWordsworth
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Re: Petri consumes glögg and codes with you

Post by JohnWordsworth »

Aiming for what I think might be easier tasks...

object:moveTo(level,x,y,facing) would be a nice addition (so there's no need to setup a complex set of teleporters just to move a single object!).
container:removeItem() I believe is missing?

Will have more in a short while when I consult previous forum posts! (Had to rush something in - hated the thought of wasted time while you're waiting for posts!)
Last edited by JohnWordsworth on Tue Dec 04, 2012 7:03 pm, edited 1 time in total.
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
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crisman
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Re: Petri consumes glögg and codes with you

Post by crisman »

party hook: onDealDamage()
monster hook: getHealth()
monster hook: setHealth()

(hope I understood correctly what I had to do :S)
Periodiko
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Re: Petri consumes glögg and codes with you

Post by Periodiko »

A boolean in the definition of lightsources that causes them to not flicker.
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petri
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Re: Petri consumes glögg and codes with you

Post by petri »

damn this glögg is hot, hot, HOT!!!

getHealth() and setHealth() are already implemented for monsters.
removing items from containers, let's see...
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Grimwold
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Re: Petri consumes glögg and codes with you

Post by Grimwold »

I was keen for a way to make monsters flee for a time.. alternative solutions would be

#1 a new AI type = flee (instead of default or guard)

#2 monster:setFlee(5)
to make it flee the party for 5 seconds.

#3 monster:setSight(0)
set the sight of the monster on the fly so that it would at least wander
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JohnWordsworth
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Re: Petri consumes glögg and codes with you

Post by JohnWordsworth »

- I've seen "new damage types" come up a few times. If they are just labels, could it be possible to add more damage types (and treat as regular damage if an existing monster doesn't reference it)?
- champion:addPortraitOverlay() and/or champion:getPortrait() so that we can switch out a champion's portrait and put it back after the room/event.
- Option to move wall lever interaction / bounding box to a different location.

Sorry if I've posted too many - just trying to aggregate some ideas I've read recently in the forums that I think people would like :). My dream feature, but without a doubt more than 2 hours would be a basic dialogue system (not sure what the most basic one possible would be)!
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
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Grimwold
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Re: Petri consumes glögg and codes with you

Post by Grimwold »

not sure if this is already fixed, but
container:removeItem()
was also requested.
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crisman
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Re: Petri consumes glögg and codes with you

Post by crisman »

Fragile boolean on item definition. If thrown, the item breaks when hit something.

dind't know those hooks were already implemented O_o
Can you update the scripts definition, please?? :D
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