Ability to change wallitem/flooritem/monster types
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- Gambit37
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Ability to change wallitem/flooritem/monster types
It's been quite a while since I used the RTC editor, so forgive me for asking a maybe silly question.
How do I change the graphic of a wallitem or flooritem without changing all it's other properties, triggers etc.? There doesn't seem to be any way of changing an item in the editor to something else once it's been placed. Seems like I have to delete it and start again?
This seems to be a pretty major oversight and I was certain I'd done it before.
Help!?
How do I change the graphic of a wallitem or flooritem without changing all it's other properties, triggers etc.? There doesn't seem to be any way of changing an item in the editor to something else once it's been placed. Seems like I have to delete it and start again?
This seems to be a pretty major oversight and I was certain I'd done it before.
Help!?
Last edited by Gambit37 on Sun Feb 18, 2007 3:35 pm, edited 1 time in total.
- Gambit37
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It seems it can't be done. In fact, you're right, you can't change the type of anything once it's been placed. I would expect at least being able to change:
Wallitem types (say a drain into a switch)
Flooritem types (a pillar into a table)
Monster types (a giggler into a dragon)
I realise certain parameters wouldn't get copied for certain types (you couldn't easily change a trigger into a teleporter for example). Is this why it's not possible, GG?
Wallitem types (say a drain into a switch)
Flooritem types (a pillar into a table)
Monster types (a giggler into a dragon)
I realise certain parameters wouldn't get copied for certain types (you couldn't easily change a trigger into a teleporter for example). Is this why it's not possible, GG?
- linflas
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what do you mean by "has already been placed" ?
- replacing bitmaps and sounds is possible for anything that already exists in the original objects.
- replacing other items properties is not possible.
- editing properties of a cloned item is possible at any time, even if you "placed" the item in your dungeon.
- replacing bitmaps and sounds is possible for anything that already exists in the original objects.
- replacing other items properties is not possible.
- editing properties of a cloned item is possible at any time, even if you "placed" the item in your dungeon.
- Gambit37
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No, no, no, you've misunderstood me.
If you edit a tile and place an item on it, such as a drain, you can't then edit that item to be a switch or a keyhole. You can edit all the other stuff EXCEPT it's type. You have to delete it and place a new object and rebuild all the options, and if it's a complex trigger doing all sorts of wild things, this is a huge pain.
If you edit a tile and place an item on it, such as a drain, you can't then edit that item to be a switch or a keyhole. You can edit all the other stuff EXCEPT it's type. You have to delete it and place a new object and rebuild all the options, and if it's a complex trigger doing all sorts of wild things, this is a huge pain.
- linflas
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in the same idea of your complex triggered stuff, rarely.
the most complex triggers i made was in Sukumvit where you have to put gems in holes in a unique combination and if you fail, you are given the 3 gems back into 3 alcoves. there were teleporters, shooters, plates, counters and tons of relays.
the most complex triggers i made was in Sukumvit where you have to put gems in holes in a unique combination and if you fail, you are given the 3 gems back into 3 alcoves. there were teleporters, shooters, plates, counters and tons of relays.
- Trantor
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It's not only a matter of complex triggers and so on, but simply a cosmetic issue. Often, I would decide I'd put a different key, keyhole, flask or door in a place because it looks or feels better, or just to try out something different. And in those cases, the ability to change the type would be really handy, especially if the item is a trigger (think of keyholes).
- Parallax
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There's no way to do it inside the editor. I remember this question being asked before but I can't find the thread. If I recall, GG's answer was that it would be a nightmare to code because someone was bound to want to turn a counter into a keyhole or a monster into a relay or some other weird stuff like that, and the editor would have to be able to handle it without crashing.
So, as Beo pointed out, notepad is your best friend in this case.
It has annoyed me before too, if it's any comfort.
So, as Beo pointed out, notepad is your best friend in this case.
It has annoyed me before too, if it's any comfort.
- Gambit37
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I appreciate that some aspects of object conversion don't make sense, as in your example. But for simply changing the graphics used by a wallitem from one to another or changing a monster type, I think this is an entirely reasonable feature to expect in the editor.
It can't be that hard to limit the conversion options to items that are of the same type as the one your editing. You clearly wouldn't give the option to change a standard wallitem into another wallitem that doesn't have the same properties (an ambient sound item for example).
CSBuild can do it.
It can't be that hard to limit the conversion options to items that are of the same type as the one your editing. You clearly wouldn't give the option to change a standard wallitem into another wallitem that doesn't have the same properties (an ambient sound item for example).
CSBuild can do it.