tb1024 wrote:It's really not that much, but I still think we should make it simpler. Although it can just be the fact we're dealing with a NPC much more complex than a Goomba or a Koopa.
If a goomba gets 50 lines I'd get shocked.
By the way, where can I find the reference? I'd like trying to attempt at some coding.
System now is too early and much functions is not added, but we will document all NPC-AI API things to provide full system to have a code of NPC's.
To add own NPC you need make a lua file with any name in the script/npcs folder of config pack and in the lvl_npc.ini put reference to your lua file to needed NPC's in the "algorithm=" field (put the filename only, engine will detect it automatically)
tb1024 wrote:Also, are there any events like onCollison? That would definitively ease our lives when coding NPCs (especially when it tells if it was up, down, left, or right; trigger a stomp animation if the player collided upwards or kill the player if the collision was elsewhere; and ignore if it was anything else than the player).
will be developed the detectors system which will provide you to find some objects about, in a specific relative range (required by thwomp and by piranha-plants), and detecting of some state or nearest player (required by rinka, Venus Firetrap, etc.), etc.
tb1024 wrote:I'd also like to see block function customizing, not 'coding' blocks, but, for example, be able to set a wood block to kill the player on touch or make Jellectro harmless.
In the lvl_blocks.ini is a "danger=" flag which defines sides where player will get harm on touch. If it's a lava block, you have a flag "lava"http://wohlsoft.ru/pgewiki/Game_Configuration_Pack_References#lvl_blocks.ini
Currently is not implemented at engine side, but will be