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Re: EDITOR Feature Requests (not bugs!)

Posted: Fri Sep 28, 2012 2:02 am
by Komag
Neikun wrote:I would like the editor to start on the level where the player starting location entity is found rather than level one.
seconded!

Re: EDITOR Feature Requests (not bugs!)

Posted: Fri Sep 28, 2012 4:27 am
by Isaac
Hmmm... Along that line, I would like that the editor's active preview follow the player up & down stairs and through teleporters (to other levels); meaning the editor map switches to the one the player [preview] is currently on. If you go downstairs, the editor map displays the downstairs map ~~essentially following the player through the dungeon.

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Can the editor itself be controlled via script? If so, I'd think a line in the Init.Lua could open the editor on whatever level the startup _location exists.

Re: EDITOR Feature Requests (not bugs!)

Posted: Fri Sep 28, 2012 5:23 am
by Komag
seconded this one too!

Re: EDITOR Feature Requests (not bugs!)

Posted: Fri Sep 28, 2012 7:56 am
by Blichew

Code: Select all

Ctrl+L click on asset might insert asset.name into Lua script at cursor position.
Shift+L click on asset might insert asset.ID into Lua script at cursor position.
Those two things would make scripting large dungeons with many entities alot easier/faster/cleaner :)

Re: EDITOR Feature Requests (not bugs!)

Posted: Fri Sep 28, 2012 9:56 am
by Isaac
Request: I really like the filtered entity list.
What I would really like [if feasible], is for those lists to support clicking an entry/selection to auto-complete the choice.
SpoilerShow
Image

Re: EDITOR Feature Requests (not bugs!)

Posted: Fri Sep 28, 2012 10:29 am
by Crisim
having the possibility to play cinematics between levels would be nice (better if in script entities, but for me between levels is acceptable). ;)

Crisim

Re: EDITOR Feature Requests (not bugs!)

Posted: Fri Sep 28, 2012 12:01 pm
by Blichew
I know this would require a lot of work (and I mean really LOT).

Maybe, after editor going out of the beta state you could make lua script window more dynamic so i.e. if I define "i" variable to be each party member in order I could write
"i." and window would pop-up on the "." spot with a list of accessible variables (same for ":" and methods, even those custom-defined).

Do you think it would be ever possible ? :)

Re: EDITOR Feature Requests (not bugs!)

Posted: Fri Sep 28, 2012 1:01 pm
by Isaac
This may have been suggested before... but a menu screen that serves as an NPC dialog interface would be grand. 8-) 8-) 8-)


Maybe something like this: (And that passes values back to the scripts.)
Image
(Note: This Dwarf is a mock-up. This is not shown in-game ~just yet. 8-) )

This could [potentially] be the means for creating a shop (as some have shown interest in).

Re: EDITOR Feature Requests (not bugs!)

Posted: Fri Sep 28, 2012 1:12 pm
by Komag
Isaac, I love your mockups, always so well done!

Re: EDITOR Feature Requests (not bugs!)

Posted: Fri Sep 28, 2012 3:34 pm
by Grimwold
Not sure if this is really an editor request.. or if it's been requested already, but there seems to be no (documented) way to either get the values of champions traits or, more importantly, to set them..

This would be very useful for anyone wanting to create custom parties for their dungeons.. and is noticeable in the EOB conversion where one of the human characters still has the head hunter trait!

In the scripting it would be something like

Code: Select all

party:champion(1):setTrait(x,"Agile")
or

Code: Select all

if party:champion(1):getTrait(x) == "Agile"
where x is either 1 or 2 for the two trait slots and the trait is one from the list available in the game