
I'd like to suggest that the monster's onDamage hook also receive (and make available) the weapon that hit it.
Several times I've had a need to know what hit the monster, and that seems to be available in that hook.onDamage: a hook which is called when the monster is damaged.
The function gets the following parameters: the monster itself,
amount of damage and the damage type, and (effectively the champion &/or weapon slot).
32bit Alpha transparency for textures would be nice for DXT5 images.
Also, Please consider the bounds as button bounds, instead of a hard coded size for the buttons... I've had a use for buttons larger than the hard coded size allowed in LoG1; and also for smaller ones.
** A kill function for sounds, especially looping ones; and oog support for sounds ~or if problematic for the engine, automatic oog compression on export and conversion to wav on load.
***Alternatively: Perhaps a playSound() function or Class feature that accepts a start & stop parameter? The designer could make a sound ~atlas of all the noises an object makes, (For instance, "Dragon_Effects", and define ten sounds that each play a few seconds of the included sample, from somewhere in the file.)
Like:
Code: Select all
defineSound{
name = "dragon_roar",
filename = "mod_assets/samples/custom/Dragon_Effects.ogg",
loop = false,
volume = 1,
minDistance = 1,
maxDistance = 10,
sample = {2.31, 4.81} --(That being the start and finish of the sample from within the full sound.)
}
Is there a reason that a timer's current value cannot be accessed?
*Like: print(timer_1:getTimeRemaining())
Where the active timer's Interval might be a minute long, but getTimeRemaining() would return however many seconds are left before it activates.