/Me Drools

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George:
I have a 2 massive requests for you

and a couple of RTC feature requests (not that you have to do them of course, but it will help me no end with the editor - I would have to do it myself otherwise and it seems that you will be extracting - or have already- the data that I need).
What I could really really really do with is 2 sets of text file, the first is to describe the properties that can be assigned to objects in a generic fashion, 1 text file per property in the following format is what I am working with at the moment
Code: Select all
[property]
name = <property name> i.e. ACTION
valuetype = list
listoptions = TOGGLE, DISABLE, ETC
Im not completley sure of all teh different property types and how they work but basically, what I was looking for is a way to describe each property and what possible values it could have, with some hard coded value types like (objectNumber) which would look through the objects in the dungeon and allow you to select one that exists in the users dungeon.
name being OPBY or ACTION or CARRYING, etc
valuetype should be TEXT, INT, OBJECT_NUMBER, OBJECT_TYPE, LIST etc (however many value types there are - as I have no idea)
listoptions would be the list values i.e. ACTIVATE, DEACTIVATE, etc for when the value type is a LIST
Does that make sense? Im not sure of all teh value types that are available but the idea of using the text file approach is that if they are added/changed then all you do is amend the text files without amending the editor, as the files are loaded in first time around.
This leads on nicely to the second set of text files that is 1 for each object in the game in a format similar to below.
Code: Select all
[object]
name = <object name>
type = DUNGEON FEATURE/ DECOR_WALL/ DECOR_FLOOR/ CREATURE / ITEM / ATTACK / ETC.
size = NA/LARGE/SMALL
image = <object name>.BMP
description = Optional
properties=ACTION, OPBY, etc..
if I have missed any thing
The name would be the WALLITEM_SWITCH
type is the type of object that it is, a feature being a wallitem or floor item (not decor), creature being MONSTER_*, decor wall and floor being decoration, etc, etc.
size = being SMALL (5 positions on a dungeon square, dead centre, top left and right, bottom left and right), large being 1 position on the square (i.e. Dragon)
Image being teh name of the object with .BMP added at the end
Description is optional
and the properties are a list of properties that the item needs to be entered correctly in teh TXT file for correct compilation, this list has names that are linked to the PROPERTY files in teh first set of files described above.
Can you think of a way I could get this information out of RTC? Are you able to help out in any way? I may be able to extract the data from a section of the source code (the ones that deal with each type of object?) if you didnt mind emailing me that section?
Ok, thats the editor stuff out the way, I do have a feature request for RTC 2.5 as well to do with cloning object.
What I would like to be able to do is rather than cloning a certain item with properties that are close, I would like to be able to start iwth a blank canvas of an item type, i.e.
I want to create a new monster so I would do something like
[NEW MONSTERS]
MY_DRAGON NAME=(MY POISON DRAGON) ATTACKS=(ATTACK_POISON) BITMAPS=(left:, right:, front:, back:, attack:) ... etc
the same with weapons but with the ability to do something like...
[NEW ITEMS]
MY_SWORD name=(andy sword) MODS=(str:+3, dex:+2, wizlev:+1) ATTACK=(SWING, FIREBALL) IMAGES=(icon:, dungeon:)
That would make a sword that +3 to strength + 2 to dexterity and ups the wizardlevel by 1.
Is that possible at all GG?
Cheers,
A