[Done for V0.38] about text pads

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Zyx
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[Done for V0.38] about text pads

Post by Zyx »

A cool (and easily implemented, I think) feature about text pads (or wall texts!) would be the possibility:
1-To choose the colour of the text
2-To use some basics variables, like %1,%2,%3,%4 for the name of the party
3-Some triggers working with characters stats, like wisdom or gender.

This way, it would quite easy to simulate a comment from the wise man of the party about this strange inscription,
or even a dialogue between the higher warrior and the higher priest about what to do in front of a strange a door.

Errr...Am I too enthusiastic?
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beowuuf
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Re: about text pads

Post by beowuuf »

not at all, i think i ranted about that in another suggestion ages ago...probably for identifying object poroprerties without giveing the game away...like you pull diamond edge out from an alcove and get a high nija saying 'hmm, looks useful' or something...the way you've put it sounds cool
Was unable to (permenantly) kill off ian_scho (Haynuus), Ameena, oh_brother (Westian), money (Falkor), raixel (Petal) and Lord_Bones (Aurek) in the DM D&D game Time's Champions!

CONGRATULATIONS TO THOSE WHO MADE THE GAME WHAT IT WAS - GREAT!
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beowuuf
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Re: about text pads

Post by beowuuf »

Right, so things in this vein that might be cool:

* Pads/wall objects that need a stat level (wisdom, strength, etc) or an experience/class level (journeymen, wizard, journeyman wizard) to activate.
* Pad/WO that needs a specific character to activate (from DMJ suggestion, hey adder ) )
* "Speaking" pad that calls upon the name stored for a character to be insertered into the start (as suggested '%1 says that there is a draught in the west wall').
* Pads that can be triggered by single monster types only
* Teleporters that only teleport party not party and objects (hehe, related though from the above)
* Pads that can specify a direction effect for objects like party/monster pads can in DM (not so important but could be fun : ) )
* Pads/wall objects that can only be activated by 'Theron', or can be activated by party and Theron.
* Monster activated wall items...a lever that either through a 'spell' effect or proximity a monster can trip or toggle
* Percentage chance pads - each time it activates there is a percentage chance of the effect not being generated, to make monster generators more random, pads infront of doors so there is a random chance of a monster figuring out how to open a door...what the heck, this just has many possibilities, and is very good for disguising the trigger of a trap if you have two or more pads that don't always trip.
Was unable to (permenantly) kill off ian_scho (Haynuus), Ameena, oh_brother (Westian), money (Falkor), raixel (Petal) and Lord_Bones (Aurek) in the DM D&D game Time's Champions!

CONGRATULATIONS TO THOSE WHO MADE THE GAME WHAT IT WAS - GREAT!
theadder
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Re: about text pads

Post by theadder »

How about a teleporter that strips a list of items out of the party's inventory and drops them on the floor before stepping through.

"Step in here, but your weapons will be confiscated" sort of thing.
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beowuuf
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Re: about text pads

Post by beowuuf »

dual destination teleporters perhaps? one thing goes to one point the other to another? Or since it sounds like you can have two teleporters in the same place, teleporters that can teleport items in the inventory which would cause the same effect.
Was unable to (permenantly) kill off ian_scho (Haynuus), Ameena, oh_brother (Westian), money (Falkor), raixel (Petal) and Lord_Bones (Aurek) in the DM D&D game Time's Champions!

CONGRATULATIONS TO THOSE WHO MADE THE GAME WHAT IT WAS - GREAT!
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cowsmanaut
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that could be neat

Post by cowsmanaut »

notice how the cursed items in EOTB couldn't be removed without casting remove curse.. which didn't actually remove the curse it just let you take the weapon out of hand.

Anyway, thsi teleporting items out of inventory and teleporting others in combine with this special non removeable item deal could be neat.. sorta like taking you characters into custody. Take away their items and fill the hands with Handcuffs. You couldn't remove them and the would have no weapon actions so you couldn't fight and if your spell book was taken you couldn't cast spells.. that would leave you only able to pick up items and throw them walk around and push buttons. That would be good for a prison escape portion of a dungeon.. don't you think?

You could link the whole event to a monster A palace gaurd who has an event attached to him.

anyway.. just some ideas
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beowuuf
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Re: about text pads

Post by beowuuf »

Actually, this isn't just another suggestion, but a very good suggestion...I was thinking about something in a dungeon, and non-removable objects could be the way to go

as to how to remove them, an option perhaps that they can only be exchanged with a certain other item...sdo the handcuffs nned to be swapped with a key so you can take them off, cursed armour might need a certain amalgam (hell, why not zokathra) to get it off, etc

otherwise yes, some form of removal spell
Was unable to (permenantly) kill off ian_scho (Haynuus), Ameena, oh_brother (Westian), money (Falkor), raixel (Petal) and Lord_Bones (Aurek) in the DM D&D game Time's Champions!

CONGRATULATIONS TO THOSE WHO MADE THE GAME WHAT IT WAS - GREAT!
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George Gilbert
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Post by George Gilbert »

These can now all be done in V0.38
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