EDITOR Feature Requests (not bugs!)
Re: EDITOR Feature Requests (not bugs!)
This is the way to do stuff!
Where is Skuggasvein and Grimwold? They probably have a few ideas worth considering.
My 3 things off the top of my head:
TRAITS. We want to edit the traits. champ:getTrait() and so forth.
Also, editing the skill descriptions, so that they show added spells. "Earth Magic level 50:new spell" and such.
My wish was for some kind of "fake target"/way of getting monsters attracted to other things than the party. Spawning a fake party entity the monsters move towards, or making them attack eachother, or just distracting them with a thrown rock when invisible. Anything in that fashion would be very useful for emergent gameplay, but I understand it is way out of what we're discussing here, so I'll say letting us add the trait thing!
Where is Skuggasvein and Grimwold? They probably have a few ideas worth considering.
My 3 things off the top of my head:
TRAITS. We want to edit the traits. champ:getTrait() and so forth.
Also, editing the skill descriptions, so that they show added spells. "Earth Magic level 50:new spell" and such.
My wish was for some kind of "fake target"/way of getting monsters attracted to other things than the party. Spawning a fake party entity the monsters move towards, or making them attack eachother, or just distracting them with a thrown rock when invisible. Anything in that fashion would be very useful for emergent gameplay, but I understand it is way out of what we're discussing here, so I'll say letting us add the trait thing!
Last edited by flatline on Thu Nov 22, 2012 8:59 pm, edited 3 times in total.
Re: EDITOR Feature Requests (not bugs!)
geeeesh, my old ide used to do Quick Open File when I pressed ctrl-q, now I'm on Mac and Command-Q quits the ide and I'm hitting it ALL the time when I want to open a new file!
Re: EDITOR Feature Requests (not bugs!)
Traits. Hmm...
Re: EDITOR Feature Requests (not bugs!)
You're fast!
- JohnWordsworth
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Re: EDITOR Feature Requests (not bugs!)
- Quick one that would be SUPER useful as it would make the timings of scripts irrelevant: elapsedGameTime(): Returns the number of seconds of gameplay since the game started (then if a timer is only ticking every 30 frames, it doesn't matter - as we can use dt).
- Add 'crafts item category' and 'category' to recipes, so I could make a "Scroll Maker Kit" say which can only make items using recipe's with category=scroll.
- An object moveTo(x,y,facing,level) to move objects/the party without having to go through and make a temporary teleporter etc.
Of course, traits would be awesome - but I don't know how you would handle exporting that party into another mod. If you were to lock a party to a mod (or a series of mods with those traits say) then I can think of loads of things you can do. This is beyond my 3, but custom conditions (like paralyzed, poisoned etc) would be awesome... defineCondition { name="giantStrength", onStart=function(champion, duration), onEnd=function(champion, duration) }. However, this would probably require splitting the underlying original strength values from the current strength values for instance (so you can inherantly turn off a condition). Blah, I'm trying to type this fast to fit it in - I'll let you worry about how hard it would be to do
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- Add 'crafts item category' and 'category' to recipes, so I could make a "Scroll Maker Kit" say which can only make items using recipe's with category=scroll.
- An object moveTo(x,y,facing,level) to move objects/the party without having to go through and make a temporary teleporter etc.
Of course, traits would be awesome - but I don't know how you would handle exporting that party into another mod. If you were to lock a party to a mod (or a series of mods with those traits say) then I can think of loads of things you can do. This is beyond my 3, but custom conditions (like paralyzed, poisoned etc) would be awesome... defineCondition { name="giantStrength", onStart=function(champion, duration), onEnd=function(champion, duration) }. However, this would probably require splitting the underlying original strength values from the current strength values for instance (so you can inherantly turn off a condition). Blah, I'm trying to type this fast to fit it in - I'll let you worry about how hard it would be to do

My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
Re: EDITOR Feature Requests (not bugs!)
Yes, for the love of cheese, this. Any way of adding a wait function or similar effect without having to spawn a wait timer would be awesome in so many ways.JohnWordsworth wrote:- Quick one that would be SUPER useful as it would make the timings of scripts irrelevant: elapsedGameTime(): Returns the number of seconds of gameplay since the game started (then if a timer is only ticking every 30 frames, it doesn't matter - as we can use dt).
Re: EDITOR Feature Requests (not bugs!)
OK. Added the following functions: Champion:addTrait(trait, silently), Champion:removeTrait(trait) and Champion:hasTrait(trait). If silently is true, there is no hud print.
I'm sure there are some corner cases that won't work though but I'll leave it for you to figure them out
EDIT: these functions only support built-in traits, custom traits are a lot more work.
I'm sure there are some corner cases that won't work though but I'll leave it for you to figure them out

EDIT: these functions only support built-in traits, custom traits are a lot more work.
Re: EDITOR Feature Requests (not bugs!)
As long as I can have 4 guys with Thunderstruck, I'm happy.petri wrote:OK. Added the following functions: Champion:addTrait(trait, silently), Champion:removeTrait(trait) and Champion:hasTrait(trait). If silently is true, there is no hud print.
I'm sure there are some corner cases that won't work though but I'll leave it for you to figure them out
EDIT: these functions only support built-in traits, custom traits are a lot more work.

Re: EDITOR Feature Requests (not bugs!)
Sure, why not! Added getStatistic(statName).flatline wrote:Yes, for the love of cheese, this. Any way of adding a wait function or similar effect without having to spawn a wait timer would be awesome in so many ways.JohnWordsworth wrote:- Quick one that would be SUPER useful as it would make the timings of scripts irrelevant: elapsedGameTime(): Returns the number of seconds of gameplay since the game started (then if a timer is only ticking every 30 frames, it doesn't matter - as we can use dt).
Possible values for statName are: "play_time", "monsters_killed", "items_found", "secrets_found", "treasures_found", "toorum_notes_found", "skulls_found", "grimrock_doors_opened", "tiles_moved", "pit_falls", "melee_attacks", "ranged_attacks", "unarmed_attacks", "rocks_thrown", "spells_cast", "potions_mixed"
So getStatistic("play_time") returns elapsed play time in seconds.