Open LiraOnGithub opened 2 years ago
Another thing is that in the name of the chest item pointer, there is a mention of docs/items.txt. This is probably a reference to the items.txt from Workshop, but that file is not present in the files of Foundry from what I can see.
If the decision is made to show chest item pointers, maybe the item that will be given in the chest can be shown on the pointer in the level-editor itself, just like with the ?-blocks. That means a dynamic image based on its Y-position in the editor. When we do that, we can get rid of that description in the name entirely, which makes it easier for users since they do not have to dig through the foundry files to get work done :)
The Chest Pointers being invisible is intentional, since I didn't think about the case, where multiple would be in a level.
I already added a sort of y-position manipulation for the Boom Boom enemies, so that the upper nibble of the y-position doesn't influence its actual position in the LevelView of the editor.
I can imagine doing it the same way with the chest pointers. Having them always at y=0 and, like you said, displaying what item they have. Question is, how you would set that item. List them all in the Settings Dialog, or invent a right click menu (which might clash with the right click width changing feature)?
Maybe leaving the y-position editable and only implementing the item overlay would be the easiest, but I would ideally want to hide stuff like that.
The rightclick menu already has "to background"- and "to foreground"-options, maybe an extra item can be added to that list for setting the item within?
Also a scenario in which you will have multiple chest item pointers in the same level: These are two bonus rooms each with their own chest, and with their own item
The "Exit on treasure get" can also be added to one chest room, but not the other
In the example above, if Mario follows the blue line, he will get the item determined by P1 because P1 is the last loaded chest item pointer. If Mario follows the red line, he will get the item determined by P2 because P1 is no longer loaded, and P2 is the last loaded chest item pointer..
Foundry only looks at the first chest item pointer it can find, in this case P1. That means that unexpected behaviour can happen when multiple are used in a level.
A possible solution is disallowing the pointers to be set manually, by removing them from the enemy/item-list.
Currently pointers are also invisible on the level-screen. I am not sure if that is intended behaviour.