EDITOR Feature Requests (not bugs!)
Re: EDITOR Feature Requests (not bugs!)
Request: a rectangular room drawing tool or function.
Either select the tool and draw a rectangle on the map; when released, the selected area fills with open space area tiles. Optionally (instead), implement an ALT+ or Shift or Control key to change modes [to rectangle draw] while using the room authoring tool.
Request: Recent file list in the File menu; for one click load of the the most recent (or list of the last three) projects.
Request: Clickable Alcove content list. When you are adding an item to an Alcove the [very helpfull] item listing appears to inform you of the possible items; it's so ingrained into a windows user to click that list for the item... but it's not setup to accept a click/auto-complete that would fill in the text field.
Request: multiple aware inspector. When the user selects multiple identical objects (like 10 torch holders) it would be really nice if the inspector allowed you to set options for all of the selected objects... Like to select 'Add Torch', and have all 10 get their torches set.
Request: Option to adjust editor PC stats during level editing/testing. If I place an Icefall Hammer, my default PC cannot equip it.
Request: Option for pre-placed pits and shafts on the adjacent levels where the levels above or below have pits or shafts; IE. creating a new level would [optionally] auto-place an open area tile with a shaft where the level above has pits, or place pits in an open area tile where the level below has shafts.
* The same could be done for staircases.
Request: Option to save the panel layout between sessions. If I adjust the panel sizes, it would be nice if they stayed that way for the next time I loaded the editor; a restore default option in the menu would be a good idea if this is implemented.
Request: An "outliner" panel that lists all of the placed entities; such that to click on the list entry is to select that entry on the map.
Either select the tool and draw a rectangle on the map; when released, the selected area fills with open space area tiles. Optionally (instead), implement an ALT+ or Shift or Control key to change modes [to rectangle draw] while using the room authoring tool.
Request: Recent file list in the File menu; for one click load of the the most recent (or list of the last three) projects.
Request: Clickable Alcove content list. When you are adding an item to an Alcove the [very helpfull] item listing appears to inform you of the possible items; it's so ingrained into a windows user to click that list for the item... but it's not setup to accept a click/auto-complete that would fill in the text field.
Request: multiple aware inspector. When the user selects multiple identical objects (like 10 torch holders) it would be really nice if the inspector allowed you to set options for all of the selected objects... Like to select 'Add Torch', and have all 10 get their torches set.
Request: Option to adjust editor PC stats during level editing/testing. If I place an Icefall Hammer, my default PC cannot equip it.
Request: Option for pre-placed pits and shafts on the adjacent levels where the levels above or below have pits or shafts; IE. creating a new level would [optionally] auto-place an open area tile with a shaft where the level above has pits, or place pits in an open area tile where the level below has shafts.
* The same could be done for staircases.
Request: Option to save the panel layout between sessions. If I adjust the panel sizes, it would be nice if they stayed that way for the next time I loaded the editor; a restore default option in the menu would be a good idea if this is implemented.
Request: An "outliner" panel that lists all of the placed entities; such that to click on the list entry is to select that entry on the map.
- JohnWordsworth
- Posts: 1397
- Joined: Fri Sep 14, 2012 4:19 pm
- Location: Devon, United Kingdom
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Re: EDITOR Feature Requests (not bugs!)
-- It would be cool to be able to present a message box to the user with up to 3 buttons, perhaps with a method like... hudDialog(title, text, button1Text, button2Text, button3Text, callbackFunction);
-- Apologies if this has been asked before, but the ability to re-skin the UI would be freaking awesome.
-- +1 for the option to reload items.lua and associated scripts without having to save and re-open the current project.
-- Apologies if this has been asked before, but the ability to re-skin the UI would be freaking awesome.
-- +1 for the option to reload items.lua and associated scripts without having to save and re-open the current project.
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!)
Check out the various functions in the scripting interface. You can do pretty much anything to champions' stats.Isaac wrote:Request: Option to adjust editor PC stats during level editing/testing. If I place an Icefall Hammer, my default PC cannot equip it.
Re: EDITOR Feature Requests (not bugs!)
Ability to drag objects to different parts of the map
Ability to edit/save external script assets (items.lua, monsters.lua, etc.) within the editor
Ability to edit/save external script assets (items.lua, monsters.lua, etc.) within the editor
Re: EDITOR Feature Requests (not bugs!)
Request: GUI for setting default characters. I know it can be done with code, but it would be nice if you could use a cloned version of the character creation menu to set the defaults on a per-dungeon basis.
Re: EDITOR Feature Requests (not bugs!)
1. door::onClose-hook
2. Ability to define custom public properties for assets or
just add a table property named custom to "base-class", so you can store all your custom entity-specific stuff there easily and do all amazing things with it that you can do with tables in Lua.
2. Ability to define custom public properties for assets or
just add a table property named custom to "base-class", so you can store all your custom entity-specific stuff there easily and do all amazing things with it that you can do with tables in Lua.
- LoG Framework 2http://sites.google.com/site/jkoslog2 Define hooks in runtime by entity.name or entity.id + multiple hooks support.
- cloneObject viewtopic.php?f=22&t=8450
- cloneObject viewtopic.php?f=22&t=8450
Re: EDITOR Feature Requests (not bugs!)
Automatic Staircase (script) and level creation:
When you add an UPStair or DOWNStair , automatically a level will be added above or bellow the current level you are (If there is no level) and a straircase automatically will added in one square forward of the last position of the staircase was created.
What I mean , I have one level and at the map position (X,Y) (10,10) I am adding a DOWNStair which faces NORTH. Then the editor will create a new level bellow of the current level and one UPStair at position (10,9) which faces to the SOUTH and automatically it creates the trasportation script between these two levels.
If you create an UPStair and there is no any level above , it will move the current level down and will add an empty level above the current level list.
Automatic Pit and level creation:
When you are creating a pit , the editor will create one shaft at the same map position(X,Y) bellow of the current level and if there is no level bellow an empty level will automatically be created (This will avoid out of array bounds and game crashes).
If in any case you have 100 levels and you can't create more levels , the pit option will be deactivated. (This will avoid out of array bounds crashes again).
When you add an UPStair or DOWNStair , automatically a level will be added above or bellow the current level you are (If there is no level) and a straircase automatically will added in one square forward of the last position of the staircase was created.
What I mean , I have one level and at the map position (X,Y) (10,10) I am adding a DOWNStair which faces NORTH. Then the editor will create a new level bellow of the current level and one UPStair at position (10,9) which faces to the SOUTH and automatically it creates the trasportation script between these two levels.
If you create an UPStair and there is no any level above , it will move the current level down and will add an empty level above the current level list.

Automatic Pit and level creation:
When you are creating a pit , the editor will create one shaft at the same map position(X,Y) bellow of the current level and if there is no level bellow an empty level will automatically be created (This will avoid out of array bounds and game crashes).
If in any case you have 100 levels and you can't create more levels , the pit option will be deactivated. (This will avoid out of array bounds crashes again).
Re: EDITOR Feature Requests (not bugs!)
It's not exactly dragging, but if you select any object, you can use the arrow or WASD keys to move it to any location you wish.Billick wrote:Ability to drag objects to different parts of the map
Ability to edit/save external script assets (items.lua, monsters.lua, etc.) within the editor
Re: EDITOR Feature Requests (not bugs!)
Oh cool, I didn't realize that. Thanks!Isaac wrote:It's not exactly dragging, but if you select any object, you can use the arrow or WASD keys to move it to any location you wish.Billick wrote:Ability to drag objects to different parts of the map
Ability to edit/save external script assets (items.lua, monsters.lua, etc.) within the editor
Re: EDITOR Feature Requests (not bugs!)
Just one thing: I'd love to see a playCinematic() command. This would enable more detailed story-telling in longer dungeons where an intro and outro aren't enough.