by youngneil1 » Sat May 18, 2013 2:08 pm
Might be cool to have locals on them. Would spare the user having to edit scripts for setting additional locals on these props. This way a single script could just read out the values on the prop, like e.g. having healing squares with different values for the healing done. The healing done could be setup within the toolset then (via those local variable lists). Same for all kinds of buffing squares. Basically all events that are not supposed to happen on each contact/each step on such a square could be done nicely via such props and scripting. Non-collision-props also have the charm of easy sprite attachment to visually represent them as event fields on the field. When it comes to per step events (like three damage per step) triggers will come in very handy.
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Might be also nice actually to have the option to assign sprites to triggers, too. Right now - on world map - I manually remove creatures associated with a trigger. When there would be a sprite that 's removed once the corresponding trigger is deactivated, this would simplify things a little. Speaking of this whole complex, another way of encounter setup up on world map (right now I do trigger + non-collision creature prop + scripting) would be that have an on collision trigger on each creature that calls the encounter (like already done for conversation). This will later on help with moving enemy creatures I guess.
I guess there are many ways to approach this - it just would be helpful to have some standard solution later for moving encounters with a sprite representation that will deactivate once the encounter is won (but will remain on successful flee). Would be ace if battle music and sounds would automatically kick in on starting the encounter and off on flee/victory (specified as an encounter property).