Damager tiles

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PaulH
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Damager tiles

Post by PaulH »

Never realised that these affected monsters too! Is going to cause me many a problem, is there any work around ie improving a monsters secondary stats to effectively null it?
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beowuuf
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Re: Damager tiles

Post by beowuuf »

I thought you could choose to activate/deactive the tile, so you just have it deactivated with a player weight pad?
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PaulH
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Re: Damager tiles

Post by PaulH »

Not sure how that stops monsters from being affected as they walk on them?! May have misunderstood you lol.

Basically I have an area of water which will drown you if you walk in/on it without the correct item - the correct item will turn off the damager as long as the team carries that object.
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beowuuf
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Re: Damager tiles

Post by beowuuf »

Have the damage only activate if the player walks on them (so the pad is deactivated as normal). Have the player weight activation signal route through a counter. Have the second input to the counter be the party holds the water breathing item, that increments the counter.

So if a monster walks along, nothing happens, when the party does, the damager is turned on, if the party have the item, then the item signal deactivates the party weight activation.

Not sure if the timing will work out ok but that would be the way I would try it.
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PaulH
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Re: Damager tiles

Post by PaulH »

Yes, I think that could work!
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Lord_BoNes
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Re: Damager tiles

Post by Lord_BoNes »

Put up a tutorial on how to do this today... :P
 
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