Re: Dungeon Editor Public Beta
Posted: Wed Sep 12, 2012 8:57 pm
Thanks! Trying to fight back by eating lots of ginger.Komag wrote:oh no, flus are no fun to go through! hope you get better soon!
Thanks! Trying to fight back by eating lots of ginger.Komag wrote:oh no, flus are no fun to go through! hope you get better soon!
I think selectively destroying entities is on Petri's todo list. Some workarounds are possible (although cumbersome) like teleporting a monster or an item to a remote corner in the map somewhere.CremionisD wrote:I can see that it is possible to spawn new items through scripting; Is it possible to (selectively) destroy them? (how?)
You can trigger scripts using onDie and onDamage etc. hooks on the monster assets. Take a look at the following guides for more information:CremionisD wrote:It would also be useful to be able to trigger scripts when monster(s) are killed and/or when hit etc.
Okay, the hooks would seem to do what I'm after. Thanks for the quick answer and the Links, Antti!antti wrote: You can trigger scripts using onDie and onDamage etc. hooks on the monster assets. Take a look at the following guides for more information:
http://www.grimrock.net/modding/creating-custom-assets/
http://www.grimrock.net/modding/scripting-hooks/
You can almost do this now, just hover the mouse where you want, press Y, then in Preview click Stop then Play.shayabu wrote: 1) A debug key for teleporting the party to a map square where the mouse is hovering over would be handy.
Have you tried the Y-shortcut? It moves the party starting location to where your mouse is.shayabu wrote:1) A debug key for teleporting the party to a map square where the mouse is hovering over would be handy.
You can press H to heal the party. Does this suffice?shayabu wrote:2) A togglable Invincibilty mode for the party in the editor would be nice.
Yeah, it would be sweet indeed. One trick you can do already, though, is to open the mod's dungeon.lua in a text editor and search for things there.shayabu wrote:2) An clickable and searchable object browser would be VERY nice, it could be put next to the asset tab, grouped by dungeon level.
Yup, the messages can easily get annoying and they can often kinda be in your way. You can type "clear" to clean up the console but you don't want to be doing that constantly either. Maybe we'll have to think about this...shayabu wrote:3) Console log messages don't disappear in the preview window, I suggest a log messages tab next to the inspector.
Customizing the asset definitions is, unfortunately, a little out of the scope of the graphical editor itself. But if you're not afraid of scripting, creating your own variants of existing assets is not actually that difficult. Take a look at this guide for more info: http://www.grimrock.net/modding/creating-custom-assets/shayabu wrote:4) Monster AI and stats should be more customizable / editable in the editor (walk path, walk area, life, mana, offense, defense, name, "skin").
I'm afraid the map size is so ingrained into the guts of the game code that changing it could be tough. Petri knows more than me about this though and he can comment on this if I'm wrong.shayabu wrote:1) Are custom map sizes possible, especially bigger ones than the current map size?