Problem with creating items
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- Artisan
- Posts: 187
- Joined: Sat Jan 22, 2005 2:50 pm
- Location: Ipswich, UK
Problem with creating items
I have an interesting problem, and was wondering if anyone here could help.
Up until now, I have been generating objects in the dungeon that are not there when the game begins (IE: in a shop) by having a shooter in a hidden part of the dungeon pointing at a teleport. When a coin is placed in a slot, the shooter shoots the relevant item bought which goes into the teleport and is teleported to an alcove where the player can take it.
I now have a problem, though, in that I wish the player to buy a FUL bomb. The problem is that the player inserts the coin, the shooter fires the FUL bomb into the teleport and it explodes on contact with the alcove instead of the FUL bomb appearing in the alcove. So how do I spontaneously generate a FUL bomb in an alcove?
Up until now, I have been generating objects in the dungeon that are not there when the game begins (IE: in a shop) by having a shooter in a hidden part of the dungeon pointing at a teleport. When a coin is placed in a slot, the shooter shoots the relevant item bought which goes into the teleport and is teleported to an alcove where the player can take it.
I now have a problem, though, in that I wish the player to buy a FUL bomb. The problem is that the player inserts the coin, the shooter fires the FUL bomb into the teleport and it explodes on contact with the alcove instead of the FUL bomb appearing in the alcove. So how do I spontaneously generate a FUL bomb in an alcove?
- George Gilbert
- Dungeon Master
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I think what Gambit was suggesting is that you create a brand new object (Ful-bomb2) that converts to a ful-bomb.
Your shooter will then create a ful-bomb2, fling it at an alcove and it will turn into a ful-bomb ready for your party to pick up.
No idea if it will work though! It all depends on the order of events when an object hits the wall (i.e. does it hit the wall, then fall to the floor then convert OR hit the wall, convert, then fall to the floor) - sadly I can't remember off hand, but it's worth a try...
Your shooter will then create a ful-bomb2, fling it at an alcove and it will turn into a ful-bomb ready for your party to pick up.
No idea if it will work though! It all depends on the order of events when an object hits the wall (i.e. does it hit the wall, then fall to the floor then convert OR hit the wall, convert, then fall to the floor) - sadly I can't remember off hand, but it's worth a try...
here is the code you need. It will require some alterations
; Level 0
ref000002-1 FLOORITEM_TRIGGER 2 0 0 OPBY=(PARTY,ON_AND_OVER) ACTION=(ACTIVATE) TARGET=(ref000103-1)
ref000003-1 WALLITEM_ALCOVE_ORNATE 3 0 0 WEST
ref000102-1 FLOORITEM_TELEPORTER 2 1 0 OPBY=(FLASK_POTION_BOMB_FUL) DESTINATION=(3,0,0) OPTIONS=(SOUND:SOUND_OTHER_BUZZ,ROTATE:EAST)
ref000103-1 WALLITEM_SHOOTER 3 1 0 WEST TYPE=(SINGLE) SHOOTS=(FLASK_POTION_BOMB_FUL) STRENGTH=(1) OPTIONS=(SOUND:SOUND_ATTACK_WATER)
ref000002-1 FLOORITEM_TRIGGER 2 0 0 OPBY=(PARTY,ON_AND_OVER) ACTION=(ACTIVATE) TARGET=(ref000103-1)
ref000003-1 WALLITEM_ALCOVE_ORNATE 3 0 0 WEST
ref000102-1 FLOORITEM_TELEPORTER 2 1 0 OPBY=(FLASK_POTION_BOMB_FUL) DESTINATION=(3,0,0) OPTIONS=(SOUND:SOUND_OTHER_BUZZ,ROTATE:EAST)
ref000103-1 WALLITEM_SHOOTER 3 1 0 WEST TYPE=(SINGLE) SHOOTS=(FLASK_POTION_BOMB_FUL) STRENGTH=(1) OPTIONS=(SOUND:SOUND_ATTACK_WATER)
- TheMormegil
- Adept
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