Petri consumes glögg and codes with you
Re: Petri consumes glögg and codes with you
Done:
- added Item:removeItem(slot); removes item from a specific slot of a container
- bonus: added Item:insertItem(slot, item); inserts item into a specific slot of a container
- added Item:removeItem(slot); removes item from a specific slot of a container
- bonus: added Item:insertItem(slot, item); inserts item into a specific slot of a container
Re: Petri consumes glögg and codes with you
hmm, looking into lever locations...
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Re: Petri consumes glögg and codes with you
I hope glögg being hot, hot, hot doesn't mean the alcohol content is any lower! :p Sounds sacrilegious to me!
@crisman: I think those features were added in the last beer and coding night, so haven't been released yet.
@crisman: I think those features were added in the last beer and coding night, so haven't been released yet.
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
Re: Petri consumes glögg and codes with you
Hooo ! Coding session !
Could you add a proper handling for the lever object actionable zone ?
I mean could the lever object works the way the button object work ?
You click on the model and not on the middle of the wall to activate the object.
That's great to read !
Fleeing monsters could be nice !
Who said horn of fear and the thief monster from DM ?
Could you add a proper handling for the lever object actionable zone ?
I mean could the lever object works the way the button object work ?
You click on the model and not on the middle of the wall to activate the object.
Did not see this !petri wrote:hmm, looking into lever locations...
That's great to read !
And I support Grimwold proposal !Grimwold wrote:I was keen for a way to make monsters flee for a time
Fleeing monsters could be nice !
Who said horn of fear and the thief monster from DM ?
Last edited by LordYig on Tue Dec 04, 2012 7:20 pm, edited 1 time in total.
Re: Petri consumes glögg and codes with you
Yay!
I'd love some more printing functions to communicate with the player:
- print over monster head (damage, "miss", "shield active", etc.)
- print in the middle of the screen (like wall texts)
- print in character names spot (for printing, let's say, 0 damage if an amulet makes you immune to undead, or "stoned", etc.)
allow damageTile to do 0 damage
+1 for custom damage types!
+1 for moveObject
I'd love some more printing functions to communicate with the player:
- print over monster head (damage, "miss", "shield active", etc.)
- print in the middle of the screen (like wall texts)
- print in character names spot (for printing, let's say, 0 damage if an amulet makes you immune to undead, or "stoned", etc.)
allow damageTile to do 0 damage
+1 for custom damage types!
+1 for moveObject
Re: Petri consumes glögg and codes with you
shootProjectile() to reference the same flags bitfield as damageTile() so that the originator ordinal can be used
Puzzle Frameworks - http://www.grimrock.net/forum/viewtopic.php?f=14&t=4564
Magic Pack - https://www.nexusmods.com/grimrock/mods/70
Area of Effect Spell System - http://www.grimrock.net/forum/viewtopic ... 150#p44382
Magic Pack - https://www.nexusmods.com/grimrock/mods/70
Area of Effect Spell System - http://www.grimrock.net/forum/viewtopic ... 150#p44382
Re: Petri consumes glögg and codes with you
A function like:
spawnPicture("dumdedum.tga", duration, function(x, y))
- shows the specified tga
- fades out after specified duration or at user click (duration = 0, means only click does)
- if clicked, it calls the specified function with the clicked coordinate relative to the picture
- returns a picture
spawnPixtureText(pictureid, "some text", x, y)
- can be called only after a picture is out
- prints the text on the picture (or on the screens, the point is, it disappears with the picture)
This is the maximum redux I can think of for mid-game cinematics or dialogue boxes (think of EOB dialogues). Not really very functional, but with probably the minimum coding effort to have a remote slight hope this could get implemented in this contest
spawnPicture("dumdedum.tga", duration, function(x, y))
- shows the specified tga
- fades out after specified duration or at user click (duration = 0, means only click does)
- if clicked, it calls the specified function with the clicked coordinate relative to the picture
- returns a picture
spawnPixtureText(pictureid, "some text", x, y)
- can be called only after a picture is out
- prints the text on the picture (or on the screens, the point is, it disappears with the picture)
This is the maximum redux I can think of for mid-game cinematics or dialogue boxes (think of EOB dialogues). Not really very functional, but with probably the minimum coding effort to have a remote slight hope this could get implemented in this contest
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: Petri consumes glögg and codes with you
Item:getItemAtSlot(slot) ? Otherwise the above wouldn't be very usable imho- bonus: added Item:insertItem(slot, item); inserts item into a specific slot of a container
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: Petri consumes glögg and codes with you
Whoops this thread is getting very long very fast, hope I can fulfil at least a couple of feature requests
Done:
- lever click box can be adjusted by placing a Node named "lever_node" in the model file
Done:
- lever click box can be adjusted by placing a Node named "lever_node" in the model file
Re: Petri consumes glögg and codes with you
Good point. Done!Xanathar wrote:Item:getItemAtSlot(slot) ? Otherwise the above wouldn't be very usable imho- bonus: added Item:insertItem(slot, item); inserts item into a specific slot of a container