First of all im trying to find out functional non limiting concepts. This can be seen in editor. Item edit is most far in conceptual design, other parts are just "thoughts"...
Beastman666 wrote:
1) the key ring is a container but is not limited to keys. There are also those magical swords in it. Specific containers should be limited to specific type of items.
So far im using Container item type just for identification of free container while putting item on stats. However limitation while putting items in contain is veery simple so i do not bother at current time and moved to another more important stuff.
Beastman666 wrote:
2) the game crashed after i placed the torch into the left hand of the 1st character. The torch showed up on the asttack panel (to the right). When I clicked onto the attack panel with the torch the game crashed (showing me the windows "programm does no longer function" error).
Ill try to fix it.
Beastman666 wrote:
3) the movement icons to the left are non-funtional (yet)
That is correct.
Beastman666 wrote:
4) item handling is much better - not as fiddly as before - I even managed to get the arrow into the quiver.
Nice....
Beastman666 wrote:
Now i will be doing some testing on the editor...
Still in huge development and lots of stuff still hardcoded in test methods. Those test should be little tricky.
Beastman666 wrote:
A) Pressure Pad icon when placed on map shows as normal floor.
For a long time i have no idea what "preasure pad" should be. That is the reason why it is not implemented.
Beastman666 wrote:
B) Map dimensions cannot be changed. New map cannot be created. Red haze canot be placed on map. Green haze cannot be placed on map. Blue haze is teleporter (?) because when plaing a blue haze and walking in I end up in a 1-floor-tile-all-around-walled-room without exit.
For now I do not need any other map that the testing one. That is the reason why "Create new map" is not available. Hazes. Generally if u take any tile available in editor so u can say that all tles are just predefined in code. There is nothing u cannot change in editor. Ill explain:
Blue haze, known as teleport. In editor is predefined for this tile that it is tile with two effects:
1) I_TELEPORT
2) I_PLAY_SOUND
U can se this on this tile: TILE_TELEPORT_5_5_TEST_LEVEL. Select this tile in tile editor and u can see that there are two effects "OnEnter". Click the textbox and dialog appears. On that dialog u can change all existing effects. So if I can say teleport in just normal tile with two effects. Predefined in editor. That is all.
Back to your trouble. U possibly do not set up effect. In your case u on "SimpleEffectList editor" dialog click effect "I_TELEPORT" and type in coordinates.
Beastman666 wrote:
D) unable to figure out how to place keyhole and link it to new door.
U must define a wall. U will see it in mapeditor in tileinfo window which id this tile have. U already mentioned so u are familiar with tile ids. Click the dungeon objects on specific tile in tileeditor. In this moment u shoud have predefined items u wanna put on wall. See TILE_WALL_7_9_TEST_LEVEL and its dungeon object for better info. So far it is simple. There is a logical bug in datas u have. Reference is set to to items which are on specific wall: ITEM_KEYHOLE_MASTER, ITEM_KEYHOLE_ONYX. Correctly it should point do instanced items. Ill explain:
In game objects are predefined and they are marked as "CORE". Those objects are used in all dungeons and are very common. On the other hand dungeon use only instances of predefined "COREs". Example: In dungeon two apples can exist at same time. One apple have only two bites let and second apple only one bite left. Techincally those are tow individual items which came from same source. This concept goes throu all objects in deepcave.
Now u understand that KEYHOLE bug i mention is about using core stuff which is common to all. So ALL ONYX KEYHOLES will be linked. Practically it is same object. U unlock one, and all other with same id will be unlocked too. Ill fix this later....
Back to link problem. Simple in item editor open specific keyhole (in our case ITEM_KEYHOLE_MASTER(which is wrong as we already know)) and click linked objects textbox. U can see two onjects linked. DOOR_WOODEN_9_6_TEST_LEVEL, TILE_WALL_9_12_TEST_LEVEL.
Beastman666 wrote:
E) levers: cannot find them (they are not yyet implemented, aren't they?).
Firstly i want to say. It is not implemeted but that is not tru. I u got the concept from my previous comment u know that I_TOOGLE effect and link to object which u want toogle is way u wanna go.
Beastman666 wrote:
F) Open pit does not display correctly during game (showing a rainbow pattern with the word PROPADLISTE in white
Ill work on gfx as soon as possible. Display monsters, items on floor, ...
Beastman666 wrote:
can you make the lists of the editor sortable by alphabet?
There will be needed much more that sorting in editor.
Beastman666 wrote:
perhaps a small tutorial would be useful, especially how to link various objects..that it for now. more later...
I understand that u are confused. I will create tutorial for everything in moment all concepts will fit and everything will be technically done. Right now im making too many changes and i do not want to make those changes in documentation as well. I like the idea on EFFECTs and CONDITIONAL behavior.
// For CONDITIONs watch ITEM_MONEYBOX_CLOSED_1.