Two interesting suggestions at the DMJ forums about items being able to be thrown into alcoves, and ZO activated wall switches -
http://pub54.ezboard.com/fdungeonmaster ... =132.topic
http://pub54.ezboard.com/fdungeonmaster ... =131.topic
Items thrown to alcoves/ZO activated switches
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Items thrown to alcoves/ZO activated switches
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!
CONGRATULATIONS TO THOSE WHO MADE THE GAME WHAT IT WAS - GREAT!
- George Gilbert
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Re: Items thrown to alcoves/ZO activated switches
The first of these:
<blockquote><strong><em>Quote:</em></strong><hr>DM Skullkeep has a giggler-type area with a wall button that can only be activated by casting a ZO spell at it. The player is separated from the button by a pit.
I think wall buttons should be operable by hitting the button with a ZO spell or a thrown item. It would be alright to make this a button option choice.
<hr></blockquote>
Can already be (appeared to be) done. On the same tile as the pit, place a trigger operated by a Zo cloud. This could only possibly occur when a Zo spell is cast at the button. Instead of the button doing the action, the trigger would, but to those "not in the know" it would look as if it was...
For the second posting:
<blockquote><strong><em>Quote:</em></strong><hr>
DM Skullkeep has a puzzle that allows the player to throw an item at an alcove and that item lands in the alcove (subject to ninja skill I think).
<hr></blockquote>
it's a bit more tricky (and would be totally independent of ninja skill). By having a trigger on the tile before the alcove operated only by flying objects in one direction (i.e. those towards the alcove), that could operate a teleporter on the same square which sent the item to the alcove...
<blockquote><strong><em>Quote:</em></strong><hr>DM Skullkeep has a giggler-type area with a wall button that can only be activated by casting a ZO spell at it. The player is separated from the button by a pit.
I think wall buttons should be operable by hitting the button with a ZO spell or a thrown item. It would be alright to make this a button option choice.
<hr></blockquote>
Can already be (appeared to be) done. On the same tile as the pit, place a trigger operated by a Zo cloud. This could only possibly occur when a Zo spell is cast at the button. Instead of the button doing the action, the trigger would, but to those "not in the know" it would look as if it was...
For the second posting:
<blockquote><strong><em>Quote:</em></strong><hr>
DM Skullkeep has a puzzle that allows the player to throw an item at an alcove and that item lands in the alcove (subject to ninja skill I think).
<hr></blockquote>
it's a bit more tricky (and would be totally independent of ninja skill). By having a trigger on the tile before the alcove operated only by flying objects in one direction (i.e. those towards the alcove), that could operate a teleporter on the same square which sent the item to the alcove...
Re: Items thrown to alcoves/ZO activated switches
Cunning... 

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!
CONGRATULATIONS TO THOSE WHO MADE THE GAME WHAT IT WAS - GREAT!