- make a new level
- set the engine to BD
- place 3 gems in the level
- set the required gem count to 0 (make sure "automatically count gems needed" isn't checked)
result: the gem count will appear as 0 at first, then it will be set to 3
expected behavior: the gem count will remain at 0 and all closed exits will be open
in bd engine, can't set required gems to 0; it will automatically calculate the needed gems instead
Moderators: Flumminator, Zomis
Re: in bd engine, can't set required gems to 0; it will automatically calculate the needed gems instead
In fact, this is intended behavior, because it is just how the original GDash BD engine works. 
As there is an explicit "automatically count gems needed" in the R'n'D level editor (which does not exists in the GDash level editor), this is especially confusing, unfortunately.
This also means that there is no way to create a level using the BD engine that contains a number of diamonds and a closed exit, but that can be solved without collecting any diamonds. (Using an open exit would be the solution here.)
In addition, you can even use negative values for the gem count when using the BD engine -- this will result in an automatically determined gem count of all gems in the cave minus the specified number.
I also do not like mixing these different options for different engines, but I am unsure how to solve this in a way that provides the required functionality for levels using the BD engine, but without adding confusion to those who do not know this GDash style behavior.

As there is an explicit "automatically count gems needed" in the R'n'D level editor (which does not exists in the GDash level editor), this is especially confusing, unfortunately.

This also means that there is no way to create a level using the BD engine that contains a number of diamonds and a closed exit, but that can be solved without collecting any diamonds. (Using an open exit would be the solution here.)
In addition, you can even use negative values for the gem count when using the BD engine -- this will result in an automatically determined gem count of all gems in the cave minus the specified number.
I also do not like mixing these different options for different engines, but I am unsure how to solve this in a way that provides the required functionality for levels using the BD engine, but without adding confusion to those who do not know this GDash style behavior.
