I agree with this request. I would like to be able to click on doors to "force" them open, or something similar, like in the EOB days.Blichew wrote:Request: add hook onClick({no idea about parameters thou}) for every placeable object.
(Unless it is possible to cloneObject a wall button that can be hidden - but still clickable - behind a wall or decoration, i.e. daemon_head)
EDITOR Feature Requests (not bugs!)
Re: EDITOR Feature Requests (not bugs!)
Re: EDITOR Feature Requests (not bugs!)
One thing I relied on when I was making dungeons for Dungeon Master with RTC was the ability to enable/disable other triggers from a button, or floor trigger, etc., as well as toggle it's visibility. Right now doors, pressure plates, switches etc are always enabled, and visible. It'd be nice to just have a couple of checkboxes for items that said that they were by default enabled or disabled, and visible or invisible. I'm sure there's probably LUA workarounds, but RTC had them accessible through the object properties UI and it was so nice.
Also, a prop object for illusion walls would be nice.
Also, a prop object for illusion walls would be nice.
Re: EDITOR Feature Requests (not bugs!)
Expose .class!
Then we could do things like
More hooks!
Alcoves and their ilk:
onRemoveItem(alcove, item)
Similar to onInsertItem, may return false to prevent you from taking the item.
Items:
onAttack(item, champion)
onDealDamage(item, champion, target, damage_amount, damage_type)
onEquip(item, champion)
onUnequip(item, champion)
Using party.onAttack to check attack items is kinda messy; IMO it would be neater to use party.onAttack to do stuff depending on the attacking champion and item.onAttack / item.onDealDamage to do stuff depending on the item itself.
(Edit: Maybe onUseItem does the same thing as onAttack would, gonna test...)
(Edit again: That doesn't seem to work.
)
All spawnable objects:
onSpawn(object)
onDestroy(object)
Just lay them on me, big daddy Petri!
Then we could do things like
Code: Select all
if target.class == "Monster" or target.class == "Blockage" then
Alcoves and their ilk:
onRemoveItem(alcove, item)
Similar to onInsertItem, may return false to prevent you from taking the item.
Items:
onAttack(item, champion)
onDealDamage(item, champion, target, damage_amount, damage_type)
onEquip(item, champion)
onUnequip(item, champion)
Using party.onAttack to check attack items is kinda messy; IMO it would be neater to use party.onAttack to do stuff depending on the attacking champion and item.onAttack / item.onDealDamage to do stuff depending on the item itself.
(Edit: Maybe onUseItem does the same thing as onAttack would, gonna test...)
(Edit again: That doesn't seem to work.

All spawnable objects:
onSpawn(object)
onDestroy(object)
Just lay them on me, big daddy Petri!
Re: EDITOR Feature Requests (not bugs!)
Dunno if it's been asked, but it would be great if we could make custom scripts/entites that allow you to change values in the inspector like you can with the standard ones.
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- Posts: 35
- Joined: Fri Jun 15, 2012 7:31 am
- Location: Germany
Re: EDITOR Feature Requests (not bugs!)
@Decayer: You can script an onEquip or onUnequip event. Use a Timer that calls a function which looks up if something has changed since the last 0.01 sec(or so). Here is an onInventoryChange event, which should be easily changed to be your onEquip/onUnequip event.
I didn't look up if it saves any state in savegames, it shouldn't thou.
Have fun
I didn't look up if it saves any state in savegames, it shouldn't thou.
Have fun

Re: EDITOR Feature Requests (not bugs!)
Montis wrote:Request:
party:getChampionByOrdinal(number)
returns the champion with the requested ordinal number
Code: Select all
function getChampionGivenOrdinal(ordinal)
for i = 1, 4 do
local champion = party:getChampion(i)
local ord = champion:getOrdinal()
if (ord == ordinal) then
return i
end
end
return nil
end

- On script entities, ability to specify an external source file instead of code (to ease creation of libraries).
- A party:teleport function (doing it by script.. is.. hard
)
- A timer object which keeps working after you change level
- Almost Human to buy Bethesda and Bioware and take. over. the. world. (I'll be stopping green-tentacle for you, don't worry about him
)
Waking Violet (Steam, PS4, PSVita, Switch) : http://www.wakingviolet.com
The Sunset Gate [MOD]: viewtopic.php?f=14&t=5563
My preciousss: http://www.moonsharp.org
The Sunset Gate [MOD]: viewtopic.php?f=14&t=5563
My preciousss: http://www.moonsharp.org
Re: EDITOR Feature Requests (not bugs!)
This would be nice, also to work for monsters, items, so we can just script individual teleport eventsXanathar wrote: A party:teleport function (doing it by script.. is.. hard)
Finished Dungeons - complete mods to play
- Montis
- Posts: 340
- Joined: Sun Apr 15, 2012 1:25 am
- Location: Grimrock II 2nd playthrough (hard/oldschool)
Re: EDITOR Feature Requests (not bugs!)
Thanks, I knew it could be done with a loop like that but yeah... well ^^Xanathar wrote:Code: Select all
function getChampionGivenOrdinal(ordinal) for i = 1, 4 do local champion = party:getChampion(i) local ord = champion:getOrdinal() if (ord == ordinal) then return i end end return nil end
Anyway, another request:
A function that checks line of effect from the party (or a monster?) to a location in the dungeon.
Basically what I think about when requesting this is a teleport or summoning spell, that doesn't let you teleport/summon behind secret doors.
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- Posts: 35
- Joined: Fri Jun 15, 2012 7:31 am
- Location: Germany
Re: EDITOR Feature Requests (not bugs!)
Connectors automaticly give the linked object as a parameter away, so it is easier to get which object triggered the script.
The ability to change Skillnames and Skilldescriptions.
That would be nice
The ability to change Skillnames and Skilldescriptions.
That would be nice

Re: EDITOR Feature Requests (not bugs!)
already supported by 1.3.1Lollgramoth wrote:Connectors automaticly give the linked object as a parameter away, so it is easier to get which object triggered the