lenochware wrote:I am lobbing for on_click on everything - even for floorflats and doors (I am sorry, if it already exists)
No, it doesn't already exist. The good news is that you can at least hack something for the time being with a completely transparent floorupright that you draw on top of whatever else, which should work wherever. I'll keep the request in mind, though.
lenochware wrote:Can I detect if player "go into" the monster? I have found sys_wall_hit() activated when party hit the wall
I'll add a
sys_inst_hit that gets triggered when the party bumps into something.
lenochware wrote:I have idea of changing way how right mouse button works. I would keep original mode, but add posibility enable "new mode" in scripting. In new mode, rmb would switch to inventory only if player click in upper "portrait" area - if he click in dungeon view, it would just call on_click() with mouse_button parameter.
It would add plenty of posibilities to the UI - in my opinion. For example: lmb on monster would "steal" something, rmb "look" on the monster. Also "combine" in inventory etc... What do you think about it?
This would require a fairly significant reworking of the way the core engine handles mouse events. I'll investigate, but don't get your hopes up.
lenochware wrote:Is there some event when player hit the wall with weapon? I have on my mind something like bashing doors - destroying walls with "crack", riping tapestry and revealing button etc.
Each weapon can have an
on_empty_square_attack(arch, id, ppos, who, m, lev, x, y, dir) event.
lenochware wrote:Some event on_walk_over() for each thing would be nice, I think. It would trigger when monster or party walk over something... I know that it is possible to do now, but with the event it would be little bit easier.
I'm not sure what this would accomplish that isn't already pretty easily doable, to be honest.
lenochware wrote:I am lobbing for h_character_take_damage and h_character_inflict_damage - I created h_character_take_damage for my shield code (but I must copy part of basecode)
Yes, I can add
h_char_take_damage(ppos, who, dmg_type, amount, passive) fairly easily, so consider that done.
A hook for inflicting damage is a little harder because I'm not sure what exactly should count. Just melee? Fireballs thrown by that character? A door slammed by that character?
Other designers may disagree with whatever definition we choose.
lenochware wrote:Is there event for putting something/getting it from the floor? It could be used for different sounds on different types of things...
Well,
on_click is defined for items, so you can use that for picking up, and there is an
on_drop(arch, id) event that should handle putting something on the floor. (Or in an alcove or whatever)
lenochware wrote:What about monsters fighting each other? It seems difficult...
Ian_scho did some work with this, but you're right, it's not easy.
I don't know what you mean by stop a monster, but you can tell monsters where to go by using
add_monster_target(id, ttl, x, y)
The
id has to be the group's boss or it won't work properly, of course.
lenochware wrote:When I tried do dsb_bitmap_draw(dbmp, outbmp, 0, 0, width, height, width, height, false), result didn't look ok - but maybe I am doing something wrong.
The problem is that
dsb_bitmap_draw can't scale bitmaps. The full parameter list is
dsb_bitmap_draw(src_bmp, dest_bmp, source_x, source_y, dest_x, dest_y, width, height, flip) and is used for grabbing a small piece of a bitmap instead of drawing the whole thing. The one you want for scaling is
dsb_bitmap_blit, which is somewhat more restrictive on the input it takes, but should probably still work for you.
lenochware wrote:Also I had problems with overwriting scroll_font.
You should be able to just replace
gfx.scroll_font and go. If this doesn't work, I'll need more explanation, and I'd also like to see what bitmap you're trying to use.
lenochware wrote:Floorupright which always will draw over things on the floor? (I am trying do some kind of high grass, which hide items) I am not sure how to do that. Some render_hack?
I'll investigate how difficult this would be to add. Probably not very.
lenochware wrote:By the way: Is there section where I can download all levels or scripts created for DSB? Or I must search through forums?
It isn't organized. Of course, if you make a "DSB resources" thread after you find stuff, I'll be happy to sticky it.
lenochware wrote:Oh, and it is possible have image "under" whole dungeon view, which will be seen if there would be "transparent" roof or wall (on the borders of the level for example).
I created sky - wallset without "roof" - but it is not probably perfect...
I have no idea what you're asking. Sorry.