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Petri consumes glögg and codes with you

Posted: Tue Dec 04, 2012 6:58 pm
by petri
It's time for another session of "Petri consumes <an consumable item> and codes with you!". As you may know the winter has come to Finland so today we serve only glögg. For those not in knowing, the rules are quite simple: I drink and you tell me what to code. Time is limited, so simple and quick features have much higher probability of being implemented :)

We have about 2,5 hours left. Let's go people!

Re: Petri consumes glögg and codes with you

Posted: Tue Dec 04, 2012 7:00 pm
by petri
Glögg warming up.. hmm, what to code...

Re: Petri consumes glögg and codes with you

Posted: Tue Dec 04, 2012 7:02 pm
by JohnWordsworth
Aiming for what I think might be easier tasks...

object:moveTo(level,x,y,facing) would be a nice addition (so there's no need to setup a complex set of teleporters just to move a single object!).
container:removeItem() I believe is missing?

Will have more in a short while when I consult previous forum posts! (Had to rush something in - hated the thought of wasted time while you're waiting for posts!)

Re: Petri consumes glögg and codes with you

Posted: Tue Dec 04, 2012 7:02 pm
by crisman
party hook: onDealDamage()
monster hook: getHealth()
monster hook: setHealth()

(hope I understood correctly what I had to do :S)

Re: Petri consumes glögg and codes with you

Posted: Tue Dec 04, 2012 7:04 pm
by Periodiko
A boolean in the definition of lightsources that causes them to not flicker.

Re: Petri consumes glögg and codes with you

Posted: Tue Dec 04, 2012 7:05 pm
by petri
damn this glögg is hot, hot, HOT!!!

getHealth() and setHealth() are already implemented for monsters.
removing items from containers, let's see...

Re: Petri consumes glögg and codes with you

Posted: Tue Dec 04, 2012 7:09 pm
by Grimwold
I was keen for a way to make monsters flee for a time.. alternative solutions would be

#1 a new AI type = flee (instead of default or guard)

#2 monster:setFlee(5)
to make it flee the party for 5 seconds.

#3 monster:setSight(0)
set the sight of the monster on the fly so that it would at least wander

Re: Petri consumes glögg and codes with you

Posted: Tue Dec 04, 2012 7:09 pm
by JohnWordsworth
- I've seen "new damage types" come up a few times. If they are just labels, could it be possible to add more damage types (and treat as regular damage if an existing monster doesn't reference it)?
- champion:addPortraitOverlay() and/or champion:getPortrait() so that we can switch out a champion's portrait and put it back after the room/event.
- Option to move wall lever interaction / bounding box to a different location.

Sorry if I've posted too many - just trying to aggregate some ideas I've read recently in the forums that I think people would like :). My dream feature, but without a doubt more than 2 hours would be a basic dialogue system (not sure what the most basic one possible would be)!

Re: Petri consumes glögg and codes with you

Posted: Tue Dec 04, 2012 7:10 pm
by Grimwold
not sure if this is already fixed, but
container:removeItem()
was also requested.

Re: Petri consumes glögg and codes with you

Posted: Tue Dec 04, 2012 7:11 pm
by crisman
Fragile boolean on item definition. If thrown, the item breaks when hit something.

dind't know those hooks were already implemented O_o
Can you update the scripts definition, please?? :D