I don't want to disappoint you but there is no such things in todo listDarklord wrote:That's the intention. You would have to create your new monsters/textures and such using other software of course. (or download ones made by others)
I can see many fans working together to make very interesting new dungeons.![]()
Daniel.
petri wrote: As for Lua code, a mod could contain code that adds new items, dungeons, monsters (through a Lua file that is executed when a mod dungeon is selected from the New Game menu)
If you scour Petri's posts you'll probably find other stuff to.petri wrote: Why not first create mods that add new dungeons, monsters, items and puzzles and then worry about advanced/hacky stuff later?
I think this would represent far more time spent developing than Petri using available GUI packages for the basic look and feel of the editor.Leto wrote:
- I don't know how large a dungeon script can become, but I think for some advanced / more complex dungeons the scripting window may lack some features like function-overview, syntax highlight etc. - again, I may be wrong, there is only one screenshot yet
I'm curious about this as well.Okari wrote:Looking at the screenshot I've got a bunch of questions, but most of them can wait. Just have two i'm curious about right now. First one is if there will be a way to turn off monster AI through scripting.
It shouldn't be hard to replace the torches by burned out torches.Okari wrote:and second is if there will be a way to connect torch lighting to scripting; it could be nice for dramatic effect to have all the torchs go out when a player is walking down a hall.
I think the thinking is more along the lines of 'player enters room, all light sources extinguish', or something along those lines. Which is a great idea.Thels wrote:It shouldn't be hard to replace the torches by burned out torches.Okari wrote:and second is if there will be a way to connect torch lighting to scripting; it could be nice for dramatic effect to have all the torchs go out when a player is walking down a hall.
Unless you want the player to be able to pull them out and receive regular torches again. Hmm...
Why do you want to deactivate the AI? To replace it with scripted sequences? That would be niceOkari wrote:First one is if there will be a way to turn off monster AI through scripting.