-
Notifications
You must be signed in to change notification settings - Fork 32
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Lua API features and goals #28
Comments
Thank you for all your work, Dregu! I don't know anything about Lua scripts, what kinds of things could we use them for in Spelunky2? |
I think the Lua API should allow access to primitive drawing using imgui (line, text, etc). Or maybe even simpler, just a boolean to toggle showing an entity's hitbox. |
An enum for search flags would be a great addition, especially since it's entirely reliant on your memorization skills right now |
Can we also get event's on_entity_spawn with uid as argument (ideally run before the item is drawn on screen), on_entity_kill or before_entity_kill with uid, actually why events never have arguments? can they have them even? like on_level giving you a level number, on_win giving info what win it is etc. |
Currently, spawning Another related topic; having increased liquid pools for areas in which liquid is problematic would be useful. |
Some things that would be nice to have:
hopefully shouldn't be too hard to implement :p |
@0novo for the ai_state aka move_state there are different numbers used in different ways, some are common like idle, attack, but other like 11 is caveman sleep and 5 when he blinks the eyes + even some between for a split second, i would be hard to name them properly |
Allow us to redefine level entrance and exit specific variables.There may be certain scripting scenarios involving entrances and exits that are more elaborate than simply manipulating the
|
compass works by attaching About the player spawn, ankh and tun, there is spawn_x/spawn_y in the plugin in LevelGen, you just need someone to expose them to lua. Oh also the hundun ankh spawn is door1_x/door1_y in exit_door_locations in the same place as the spawn |
Order of options |
They are in alphabetical order based on the key. Might not be the ideal way to order them, but at least it is a way to do it. |
This comment was marked as resolved.
This comment was marked as resolved.
This comment was marked as resolved.
This comment was marked as resolved.
Overlunky has an udp sockets feature - I think it's a good idea to add support for tcpsocket |
Allow us to define magmar spawn spots via scriptingAccording to JayTheBusinessGoose, state.logic_volcana has something to do with how magmar spawns are set. Expose this to the API so we can define the spots that magmars can spawn from. A bonus would be allowing magmar spawns to be set and work in other themes, such as Temple, the City Of Gold, or Olmec. |
Allow us to apply custom normal maps to textures via the scripting APIOur mod changes textures via script that need to be normal mapped. |
Feel free to dump your ideas and required functions for the Lua scripting API here.
The text was updated successfully, but these errors were encountered: