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Dark Room Scripts


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#1 idontknow8

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Posted 17 January 2022 - 06:00 PM

So i'm messing around with version 2.55...been so for a few days now that I finally upgraded to it.

 

Anyway, it seems there's some seemingly obvious features for dark rooms that imo ought to have been implemented directly but have not...including the following, which I'm wondering if someone could script for me please:

 

1) Enemy flames emit a circle of light around them temporarily (while they're on screen), the same way lantern combos do

2) Same thing with fire trails

3) Ability to make lanterns work as FFC - right now they do not work as Freeform combos, only standard combos

4) An option so that when secrets are triggered ,the whole room goes light (I suppose I could maybe fake this by having entirely transparent combos with the "lantern" type selected floor the screen but I don't think that's very practical...certainly not intuitive and they'd have to be on a layer & I don't know that lantern combo types function on layers, which leads to my next point...

5) Make a quest rule/option that lantern combo types can function on layers 1 & 2

 

As for scripts, #1, #2, & #3 are most important for my quest.  Thank you!


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#2 Emily

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Posted 19 January 2022 - 09:22 AM

So i'm messing around with version 2.55...been so for a few days now that I finally upgraded to it.

 

Anyway, it seems there's some seemingly obvious features for dark rooms that imo ought to have been implemented directly but have not...including the following, which I'm wondering if someone could script for me please:

 

1) Enemy flames emit a circle of light around them temporarily (while they're on screen), the same way lantern combos do

2) Same thing with fire trails

3) Ability to make lanterns work as FFC - right now they do not work as Freeform combos, only standard combos

4) An option so that when secrets are triggered ,the whole room goes light (I suppose I could maybe fake this by having entirely transparent combos with the "lantern" type selected floor the screen but I don't think that's very practical...certainly not intuitive and they'd have to be on a layer & I don't know that lantern combo types function on layers, which leads to my next point...

5) Make a quest rule/option that lantern combo types can function on layers 1 & 2

 

As for scripts, #1, #2, & #3 are most important for my quest.  Thank you!

1) They.... do?

2) That'd probably make sense to add...

3) This used to be true, but I fixed that a few alphas ago. You probably need to update.

4) You could use a single lantern combo with a large radius, and...

5) They should already work on layers 0, 1, 2, 3, 4, 5, and 6.



#3 Evan20000

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Posted 25 January 2022 - 08:52 PM

Is it possible to add arbitrary light sources/coordinates/radius with scripting on a per frame basis (like a draw) to the vanilla dark room functionality? Not sure if this exists or not yet, but if it doesn't, I'm curious how hard it'd be to implement so that the user doesn't have to reinvent the wheel if what they want to do falls outside the scope of the built-in features.


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#4 Emily

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Posted 25 January 2022 - 11:51 PM

Is it possible to add arbitrary light sources/coordinates/radius with scripting on a per frame basis (like a draw) to the vanilla dark room functionality? Not sure if this exists or not yet, but if it doesn't, I'm curious how hard it'd be to implement so that the user doesn't have to reinvent the wheel if what they want to do falls outside the scope of the built-in features.

Not yet, though this could be added (feel free to request it). Scripts *can* however, say, spawn an invisible lweapon with no collision that has a light radius (which can be either circular, or a directional Z3 cone)

Being able to actually load the darkroom bitmaps as special `bitmap->` pointers would be ideal, then you'd be able to do whatever draws with them.

 

Can only dev so much at a time, so (not just @Evan, but anyone) anything you want done or feel like is important, request it; or post/comment on an existing request. If people actively ask about something, suggest it repeatedly, etc, it tends to move up the todo list quickly. Especially if you're willing to help test the feature; having an active tester makes development a good bit easier.




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