Damage from doors and pits

Questions about how to create your own dungeons and replacement graphics and sounds.

Moderator: George Gilbert

Forum rules
Please read the Forum rules and policies before posting. You may Image to help finance the hosting costs of this forum.
Post Reply
User avatar
Lunever
Grand Druid
Posts: 2712
Joined: Thu Feb 14, 2002 4:47 pm

Damage from doors and pits

Post by Lunever »

1) I noticed that wearing a helmet or not does not seem to have a significant influence on whether you get a critical head injury from doors closing on you from above. Can helmets please be made reducing the chance of getting a critical injury to the head from doors?

2) Can small characters get less or no damage as long as larger characters are in the party? So if you play Daroooou and Tiggy, Daroooou gets all the damage, but Tiggy doesn't get damaged as long as Daroooou is still standing there?

3) While making winged characters levitate would kill many puzzles, reducing or disabling falling damage for winged ones might be a nice quirk of such characters. I would like to see that very much.
Parting is all we know from Heaven, and all we need of hell.
User avatar
beowuuf
Archmastiff
Posts: 20686
Joined: Sat Sep 16, 2000 2:00 pm
Location: Basingstoke, UK

Post by beowuuf »

2) I imagine the large charatcer getting a door smashed on his head will be pushed to the ground and the small charatcer will take their lumps same as everyone else!

3) So create a dungeon with that mechanic :)
User avatar
Lunever
Grand Druid
Posts: 2712
Joined: Thu Feb 14, 2002 4:47 pm

Post by Lunever »

Beo: 3) Is there already such a thing like a winged flag, usable in a custom dungeon?
Parting is all we know from Heaven, and all we need of hell.
User avatar
beowuuf
Archmastiff
Posts: 20686
Joined: Sat Sep 16, 2000 2:00 pm
Location: Basingstoke, UK

Post by beowuuf »

There can be whatever you want, you just tell a relay to look oput for certain charatcers and if they fall down a pit make sure you then recover some damage...or maybe you can even have the 'pit' be a teleporter and assign the damge from the fall yourself based on size, wings weight etc

The poit is that if you need to wait for a flag for everything, then you will be waiting for a 'large' flag or 'firebreathing' flag or 'is kinda like an orcy dragon' flag, when really you can probably hack the cool stuff yourself
User avatar
Lunever
Grand Druid
Posts: 2712
Joined: Thu Feb 14, 2002 4:47 pm

Post by Lunever »

Right, of course you can specify nearly everything to specific custom characters of your custom dungeon, but such mechanisms would not work for imported characters like the bird-men or fairies from the CSB prison for example.
Parting is all we know from Heaven, and all we need of hell.
User avatar
Sophia
Concise and Honest
Posts: 4307
Joined: Thu Sep 12, 2002 9:50 pm
Location: Nowhere in particular
Contact:

Post by Sophia »

Nor should it... what if the dungeon isn't designed for that kind of extended ability?
User avatar
Daecon
Expert
Posts: 329
Joined: Tue May 16, 2006 1:56 pm
Location: Upper Hutt, New Zealand

Post by Daecon »

Meybe the whole effect could be done by simply adding a "weight" variable to the characters attributes?

Winged characters weigh less than others, small characters weigh less than others, lighter weight means less damage from falling, etc...

Whether you wanted to modify the weight of that characters Bones when they die is another matter... Cletus would be hell to drag his corpse around...
User avatar
Ameena
Wordweaver, Murafu Maker
Posts: 7571
Joined: Mon Mar 24, 2003 6:25 pm
Location: Here, where I am sitting!
Contact:

Post by Ameena »

You could also have a feline character who might take less damage from falling...
______________________________________________
Ameena, self-declared Wordweaver, Beastmaker, Thoughtbringer, and great smegger of dungeon editing!
User avatar
Lunever
Grand Druid
Posts: 2712
Joined: Thu Feb 14, 2002 4:47 pm

Post by Lunever »

Adding a weight stat is a good idea!
Parting is all we know from Heaven, and all we need of hell.
User avatar
Daecon
Expert
Posts: 329
Joined: Tue May 16, 2006 1:56 pm
Location: Upper Hutt, New Zealand

Post by Daecon »

Depending on how you may want to impliment it, a weight of 0 would mean no damage from falling, even though you still fall down a pit or some such.

(There could be gravity-changing tiles too, giving characters extra weight, or slower movement, and heavier weight could mean slightly higer defensive ability from impact attacks from having a denser physique, or slightly lower dexterity.)

Or just leave weight as a value for determining falling damage only, either works. Don't need to make it TOO complicated, it's not AD&D. :)
User avatar
beowuuf
Archmastiff
Posts: 20686
Joined: Sat Sep 16, 2000 2:00 pm
Location: Basingstoke, UK

Post by beowuuf »

So basically a major engine change that will require several iterations to get the falling damage right again affect all previous custom dungeons then?

Also, the relay weight chaking would need to be exanded to include overall weight, or merely the weight a charatcer is carrying

The weight would be useful if you wished to start implementing the push/pull abilities of DM2 further and atta\ch it to monsters and objects - seems alot of work though, like i said, major engine thign that will then require tweaking. I personally am not asking for it.
User avatar
Daecon
Expert
Posts: 329
Joined: Tue May 16, 2006 1:56 pm
Location: Upper Hutt, New Zealand

Post by Daecon »

How is falling damage determined anyway?
User avatar
Sophia
Concise and Honest
Posts: 4307
Joined: Thu Sep 12, 2002 9:50 pm
Location: Nowhere in particular
Contact:

Post by Sophia »

For the record, and for whatever it's worth, I don't like this idea at all.

There are ideas that allow designers to tweak falling damage for their own dungeons without any changes to the engine: damage tiles at the bottoms of pits for example.

If anything is implemented I would hope that it be optional and non-retroactive.
User avatar
beowuuf
Archmastiff
Posts: 20686
Joined: Sat Sep 16, 2000 2:00 pm
Location: Basingstoke, UK

Post by beowuuf »

Exactly!
User avatar
Trantor
Duke of Banville
Posts: 2467
Joined: Wed Mar 09, 2005 4:16 am
Location: Berlin, Germany
Contact:

Post by Trantor »

I completely agree with Sophia on this one. If it is available for a designer for a new custom dungeon, that's cool. But please don't change the engine.
Post Reply