EDITOR Feature Requests (not bugs!)

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Drakkan
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Re: EDITOR Feature Requests (not bugs!)

Post by Drakkan »

Neikun wrote:Have you tried defining, not cloning?
yes, I have tried both... "final" object is never spawned if mortar clone is defined / cloned.
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Marble Mouth
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Re: EDITOR Feature Requests (not bugs!)

Post by Marble Mouth »

Hi Drakkan. I had no problem cloning a mortar.

items.lua

Code: Select all

cloneObject{
	name = "mortar_clone",
	baseObject = "mortar",
    uiName = "Mortar Clone",
}
recipes.lua

Code: Select all

defineRecipe{
    item = "long_sword",
    craftingTool = "mortar_clone",
    ingredients = { 1, "flask", 1, "tar_bead", },
}
I tried this ridiculous example in my sandbox dungeon, and it worked as expected. Flask + tar_bead in a regular mortar produced a healing potion. Flask + tar_bead in mortar_clone produced a long_sword. Are you missing craftingTool from the recipe?
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Neikun
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Re: EDITOR Feature Requests (not bugs!)

Post by Neikun »

I just thought of something I'd like added to the editor.
A ctrl+f search feature for script entities.
Would make it so much easier to navigate scripts written by other people.
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Komag
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Re: EDITOR Feature Requests (not bugs!)

Post by Komag »

Yeah, that would be nice. As it is, I ctrl-a and ctrl-c to copy the whole script, then paste in to notepad++, and go from there
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Neikun
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Re: EDITOR Feature Requests (not bugs!)

Post by Neikun »

Huh.. didn't think about that.
I did manage to find what I was looking for eventually.
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I was really only adjusting their particle system.
Diarmuid did all the skyboxing and initial particle system. Even drew an 16 frame raindrop animation. (Which took some debugging to actually animate)
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I discovered something interesting. Using emissionTime = 0, appears to conflict with animated particles.
When it's set to 0, it only plays once.


EDIT:
What I actually learned that particle systems are defaulted with spawnBurst = true,
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DeDy
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Re: EDITOR Feature Requests (not bugs!)

Post by DeDy »

Counter to be able to toggle. In his dungeon, very often I need to do activate = decrement, deactivate = increment.
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antti
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Re: EDITOR Feature Requests (not bugs!)

Post by antti »

DeDy wrote:Counter to be able to toggle. In his dungeon, very often I need to do activate = decrement, deactivate = increment.
If you need a counter that toggles between 0 and 1, you can set its initial value to 1 and then add a connector to the counter that sends a reset action to the counter itself. This way, you can just decrement the counter and the counter itself will handle the toggling.
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Damonya
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Re: EDITOR Feature Requests (not bugs!)

Post by Damonya »

I don't know if this has been said, but a search function by ID would practice. When his dungeon grows it becomes difficult to find the object and not practical to go through dungeon.lua

Can also change the stacking order of objects. above or below.
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Neikun
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Re: EDITOR Feature Requests (not bugs!)

Post by Neikun »

Damonya wrote:I don't know if this has been said, but a search function by ID would practice. When his dungeon grows it becomes difficult to find the object and not practical to go through dungeon.lua

Can also change the stacking order of objects. above or below.
Even if it's just a dialogue window telling you where and how frequently the item appears in the dungeon would be awesome.
Type item name in search, hit the find button.
A mini window pops up with Number of it placed with x,y,level co-ordinates.
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Ryeath_Greystalk
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Re: EDITOR Feature Requests (not bugs!)

Post by Ryeath_Greystalk »

I have not read through the entire 30 pages, but I didn't see this on the first page summary, and that is a trap close (I think that's what it's called) on the editor, where it asks if you want to exit the application. Can't say how many time I have gone to close the play preview window and closed the editor by mistake.

My other suggestion was going to be a zoom feature, but that is already listed so I will just mention it for emphasis.
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