Author: KC (---.46.227.226.lightower.net)
Date: 03-29-17 09:46
Very useful to me.
It's complicated, but more "no" than "yes".
I had requested a create-egg-via-usecode feature for a few technical reasons:
A) The mod I am doing is going to require tens of eggs. I would need to manually track and place those rather than just script them. Woe to me if I want to change them.
B) Map editing is fraught with danger, and a wrong change can require reverting and retrying. This has tripped up other modders.
C) Maps are not broken out into source code but rather use a compressed binary, so change tracking relies solely on the submitter's description. SIfixes uses an altered map, mostly due to the inn keeper key collection eggs, but there's no way to prove that via source.
D) Usecode eggs are visibly different from others, so conditional eggs for weather, monsters, etc won't stand out via map editing or show egg mode.
E) Adding many eggs from the start could have a tiny performance impact since each would need to check flags as the player walks around.
F) The only mod storyline part I have written to require egg replacement is in one of the original-but-missed caverns in the Mountains of Freedom. I may be able to change the existing eggs via usecode_array or script blocks.
Ideally we'd have multiple commands like UI_create_usecode_egg, UI_create_teleporter_egg, UI_create_spawn_egg, etc, so the syntax for each is clear. Each would have the coordinates first, then relevant inputs.
While I'd love this feature, I think as a limited resource you're more valuable fixing Combat since that impacts all players not just a few modders.