For V0.39 I've added the following new actions:
- MOVE_PARTY_NORTH
- MOVE_PARTY_EAST
- MOVE_PARTY_SOUTH
- MOVE_PARTY_WEST
- MOVE_PARTY_FORWARD
- MOVE_PARTY_BACKWARD
- MOVE_PARTY_LEFT
- MOVE_PARTY_RIGHT
- MOVE_ITEM_NORTH
- MOVE_ITEM_EAST
- MOVE_ITEM_SOUTH
- MOVE_ITEM_WEST
- MOVE_ITEM_FORWARD
- MOVE_ITEM_BACKWARD
- MOVE_ITEM_LEFT
- MOVE_ITEM_RIGHT
- ROTATE_PARTY_NORTH
- ROTATE_PARTY_EAST
- ROTATE_PARTY_SOUTH
- ROTATE_PARTY_WEST
- ROTATE_PARTY_CLOCKWISE
- ROTATE_PARTY_ANTICLOCKWISE
- ROTATE_PARTY_180
- ROTATE_ITEM_NORTH
- ROTATE_ITEM_EAST
- ROTATE_ITEM_SOUTH
- ROTATE_ITEM_WEST
- ROTATE_ITEM_CLOCKWISE
- ROTATE_ITEM_ANTICLOCKWISE
- ROTATE_ITEM_180
They're all pretty self explanatory, but basically will allow you to manipulate things in the dungeon.
For example, you could construct a boomerang weapon (after a certain time flying it rotates 90 degrees and so will eventually come back to you), or a rocket launcher with recoil that when you fire it the party gets knocked backwards a tile etc. I'm sure you'll all be able to come up with more interesting examples!
[Done for V0.39] Actions to move / rotate items and/or party
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- George Gilbert
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- George Gilbert
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As well as the patrolling guard that I mentioned in another post, I've also added a recoiling bow to the example dungeon so you can see how that can be made to work. For extra interest, I've used one of the conditional relays to check that an arrow will be fired before applying the recoil (i.e. if you shoot it with no ammo, then you don't get shoved backwards).

As well as the patrolling guard that I mentioned in another post, I've also added a recoiling bow to the example dungeon so you can see how that can be made to work. For extra interest, I've used one of the conditional relays to check that an arrow will be fired before applying the recoil (i.e. if you shoot it with no ammo, then you don't get shoved backwards).