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Re: Mystery Topic Revealed: Glögg Session Part 3!
Posted: Wed Feb 25, 2015 2:35 pm
by MrChoke
Hi my requests are very short:
1) brain.seesPartry is not working correctly (lastPartySeen is also updated incorrectly). In the 2.1.9 thread, I have a test dungeon uploaded to show this. The monster can see the party thru door components sparse or not. Only for a turn or two but he does.
The only other things I can think are outside of LUA. It would be:
2) Can the console window be made larger or have a vertical scroll bar?
Thanks
Re: Mystery Topic Revealed: Glögg Session Part 3!
Posted: Wed Feb 25, 2015 2:38 pm
by Isaac
Could we get additional damage and immunity types? Perhaps arbitrary string match? Define a sword as "slash" damage, and define a monster as immune to slash damage?
We could redefine all undead as taking less damage from [slash] edged weapons, or define weapons that do ethereal damage, or spells that do psionic damage...
Re: Mystery Topic Revealed: Glögg Session Part 3!
Posted: Wed Feb 25, 2015 2:41 pm
by Drakkan
still hoping for that custom alchemy panel
:d
and one more request if possible - I´d like to objects in editor to be automatically placed in correct height according to the ground elevation. Currently everything placed has height 0 and that means lots of work when editing in different heights as I need manually change every placed object...
Re: Mystery Topic Revealed: Glögg Session Part 3!
Posted: Wed Feb 25, 2015 2:44 pm
by petri
Drakkan wrote:still hoping for that custom alchemy panel
Oh, but you should be able to do this and much more with the new onDrawAttackPanel hook?
Re: Mystery Topic Revealed: Glögg Session Part 3!
Posted: Wed Feb 25, 2015 2:49 pm
by Dr.Disaster
Frenchie wrote:I thought ORRR1 was a LoG1 mod and ORRR2 was a LoG2 mod?
Both are LoG1 mods.
Re: Mystery Topic Revealed: Glögg Session Part 3!
Posted: Wed Feb 25, 2015 2:55 pm
by Ciccipicci
THOM thanks but your code, added to tiles.lua, crash the editor when I add it on my dungeon.
Re: Mystery Topic Revealed: Glögg Session Part 3!
Posted: Wed Feb 25, 2015 2:59 pm
by THOM
Ciccipicci wrote:THOM thanks but your code, added to tiles.lua, crash the editor when I add it on my dungeon.
Ouch! Sorry.
I am at work and scripted it very fast. Have to look at it at home. Will send you later a propper version (in my mod I have this implemented so I know: it works!).
Re: Mystery Topic Revealed: Glögg Session Part 3!
Posted: Wed Feb 25, 2015 2:59 pm
by JKos
Wow, there is some really great additions, I'm at work now and can't really focus to this but how about:
Party.onDrawSpellPanel(self, champion, g, x, y, scaleX, scaleY, translationX, translationY) if the hook returns false the spell panel isn't drawn and runes can not be selected, this way we could easily override the default casting system.
Party.onClickItemSlot(party,champion,slot,mouseButton)
Re: Mystery Topic Revealed: Glögg Session Part 3!
Posted: Wed Feb 25, 2015 3:15 pm
by Ciccipicci
Thank you very much THOM! I'll wait a pm!
Petri, for a future update/Addon, can you think to create a set of deadly traps? I think they can improve gameplay!
Re: Mystery Topic Revealed: Glögg Session Part 3!
Posted: Wed Feb 25, 2015 3:29 pm
by petri
Added GameMode.setGameFlags(flag, value) and getGameFlags(flag). Possible flags are PauseGame, HideGui, DisableMovement, DisableMouseLook, DisableMonsterAI and DisableKeyboardShortcuts.