DoomRL > Modding
Modding wishlist
bricks:
Not very Doomish, but so very necessary for a solid Bioshock mod...
46. Flags for setting creatures as nonhostile, so they can be designated to attack under certain conditions.
47. Some way to designate sides in a fight, including a setting for solo fighters.
48. Flags for setting creatures as "defensive" - attack opponents if their charge (ward? master?) is attacked. (Could probably be faked if 46 was implemented.)
you:
49. Being.clearSlot(CONST_SLOT) function to free only one slot
50. Being.unEqSlot(CONST_SLOT) function to move equiped item to inventory
51. Item.drop() function to make holder drop item
52. Unlock Level.put in mid-game
53. Ability to control being movement (something like Being.move(COORD_X, COORD_Y))
yaflhdztioxo:
54: 'spread' flag works on rapidfire weapons in the way you'd expect it to (not until async comes out though, otherwise it'd be slow)
fwoop:
These things are all currently possible in the engine, but in an extremely round-about, messy, complicated way. It would be very nice if there was in-built support for them.
55. Custom Flags. If a defined cell/being/item/etc type is given a flag that is not present in base doomrl, the engine automatically creates a ("flag_name" = true) association for that type. Mainly want it for cells. (Denied for DoomRL1)
56. Cell Flag Querying. Being able to ask if a cell on a particular square has a particular flag. ie: cellHasFlag(x, y, cell_flag). Should work with custom flags from mod item 55. (Denied for DoomRL1)
57. Map Table. Holds maps with given names, as is the current case for cell/item/being/etc definitions. Placing the initial map could look like Level.put(2,2,MAP_THISLEVEL).
58. Map Painting. Being able to "paint"/apply maps during play (not just at creation), that are defined with mod item 57. Ie: paint_map(x, y, map_name), paint_map_centered(x, y, map_name).
yaflhdztioxo:
59. Access to more engine variables. The current level's NPC count is the only one I can think of offhand that I'd like.
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