EDITOR Feature Requests (not bugs!)
- Scorcher24
- Posts: 34
- Joined: Thu Apr 12, 2012 8:32 am
Re: EDITOR Feature Requests (not bugs!)
(Hidden)PressurePlate:reset() for plates that can only be activated once.
party:teleport( x, y, level, facing, display_teleport_fx) for doing easy teleports.
party:teleport( x, y, level, facing, display_teleport_fx) for doing easy teleports.
Re: EDITOR Feature Requests (not bugs!)
You can already set the initial equipment, attributes, levels and skills using a script. Check out the Scripting Reference document, especially functions related to Champions.Brewitz wrote:1) Would be nice to have to ability to equip your group IN the editor.
So you can play the parts as if they have already walked through and up to the point where you are now building stuff... So for balancing the equipment/food you would virtually play the new part you build with more or less the same equipment that you already have put in the dungeon on earlier levels and your virtual group have found.
2) Also would be nice to have the test group in the editor with certain levels/skills that they have learned on your own virtual trip.
So if you start on level 7 with 5 ogres in a small room you actually can try how hard it is without KILL-command.
Now you have to play the whole thing over and over if you want to get the feel of the equipments and the problems that can appear when facing some enemies in certain situations. With the KILL-command it kinda takes away the balancing thing.
Re: EDITOR Feature Requests (not bugs!)
Ok but then you have to program/script this and we who do not find that very fun probably end up not doing it anyway.
You solved it with items in alcoves etc so I just thought an easy way of doing it was when you started a new map you can
have the option to make a new starting-party (just for the editor and this map) if you want to and then just save these guys
equipment and stats, when needed as a "Save Character"-option in the FILE-menu, as they progress deeper into the dungeon
you can save them and they load as the new default party every time you press the STOP/PLAY button in the editor.
If you find the time to do it it would be nice is all I´m saying.
A feature to make test character-building just as easy as you have already done with the rest of the editor.
You solved it with items in alcoves etc so I just thought an easy way of doing it was when you started a new map you can
have the option to make a new starting-party (just for the editor and this map) if you want to and then just save these guys
equipment and stats, when needed as a "Save Character"-option in the FILE-menu, as they progress deeper into the dungeon
you can save them and they load as the new default party every time you press the STOP/PLAY button in the editor.
If you find the time to do it it would be nice is all I´m saying.
A feature to make test character-building just as easy as you have already done with the rest of the editor.
... shoot to thrill!
Re: EDITOR Feature Requests (not bugs!)
Ok, thanks for the feedback!Brewitz wrote:Ok but then you have to program/script this and we who do not find that very fun probably end up not doing it anyway.
You solved it with items in alcoves etc so I just thought an easy way of doing it was when you started a new map you can
have the option to make a new starting-party (just for the editor and this map) if you want to and then just save these guys
equipment and stats, when needed as a "Save Character"-option in the FILE-menu, as they progress deeper into the dungeon
you can save them and they load as the new default party every time you press the STOP/PLAY button in the editor.
If you find the time to do it it would be nice is all I´m saying.
A feature to make test character-building just as easy as you have already done with the rest of the editor.
Re: EDITOR Feature Requests (not bugs!)
This is a big one that i rely miss:
The ability to ask for player text input!
Example:
You walk up in front of a dragon statue, a hidden pressure plate gets pressed, and it plays a sound clip, and also print out the riddle with the printHud() command.
"A barrel weights twenty pounds, what must you add to make it weight ten pounds.", and the user player then inputs the answer "holes" and the riddle is slowed, or something happens if he types in the wrong answer.
The ability to ask for player text input!
Example:
You walk up in front of a dragon statue, a hidden pressure plate gets pressed, and it plays a sound clip, and also print out the riddle with the printHud() command.
"A barrel weights twenty pounds, what must you add to make it weight ten pounds.", and the user player then inputs the answer "holes" and the riddle is slowed, or something happens if he types in the wrong answer.
- Scorcher24
- Posts: 34
- Joined: Thu Apr 12, 2012 8:32 am
Re: EDITOR Feature Requests (not bugs!)
Agree, would be coolLilltiger wrote:This is a big one that i rely miss:
The ability to ask for player text input!
Example:
You walk up in front of a dragon statue, a hidden pressure plate gets pressed, and it plays a sound clip, and also print out the riddle with the printHud() command.
"A barrel weights twenty pounds, what must you add to make it weight ten pounds.", and the user player then inputs the answer "holes" and the riddle is slowed, or something happens if he types in the wrong answer.
Re: EDITOR Feature Requests (not bugs!)
Password protected Dats/mods
(Pointless we all know, but it would be nice if our mods could not be picked at in the editor as a means of finding hints, clues, and secrets ~or crippling a puzzle. Passwords could have been placed in the map at the end.)
(Pointless we all know, but it would be nice if our mods could not be picked at in the editor as a means of finding hints, clues, and secrets ~or crippling a puzzle. Passwords could have been placed in the map at the end.)
Re: EDITOR Feature Requests (not bugs!)
Altars could use similar "Activate always" toggle that alcoves already have.
Re: EDITOR Feature Requests (not bugs!)
You need the original source files for looking at the dungeons in the editor. Opening the exported .dat-files with the editor does not work.Isaac wrote:Password protected Dats/mods
(Pointless we all know, but it would be nice if our mods could not be picked at in the editor as a means of finding hints, clues, and secrets ~or crippling a puzzle. Passwords could have been placed in the map at the end.)
Steven Seagal of gaming industry
- Montis
- Posts: 340
- Joined: Sun Apr 15, 2012 1:25 am
- Location: Grimrock II 2nd playthrough (hard/oldschool)
Re: EDITOR Feature Requests (not bugs!)
[implemented!] request:
Teleporter:isActivated()
Timer:isActivated()
-> returns true or false if the teleporter or timer is activated/deactivated
Teleporter:isActivated()
Timer:isActivated()
-> returns true or false if the teleporter or timer is activated/deactivated
Last edited by Montis on Tue Sep 25, 2012 4:25 pm, edited 1 time in total.