Petrifaction:
1) I need to draw an image to replace the default skull; you've provided me with the default skull image, so it's easy. I need a monster special attack that petrifies characters and leaves a statue instead of bones.
2) When that's done, I need two ways of turning petrified characters back to life:- an altar of depetrifaction (like an altar of vi) and/or one-use scrolls that do it. The idea is that people using this library will be able to use either or both methods in their dungeons.
3) (This is a "would be nice", as in, if it's really hard don't worry): When that's done, I need a range attack that other monsters can have that also turns characters to stone. If possible, this attack needs to be reflectable by a character who's using a mirrored shield. It would be ideal if the reflection was an short-duration "method" for the mirrored shield that the character needs to trigger at the right moment.
Underwater levels:
4) (Embarrassingly) I've got a nice "underwater" sound but I'm afraid I can't figure out the syntax to use it.
I've set up sound.lua like this:
Code: Select all
snd.water = dsb_get_sound("WATER", "mfi_sound/WATER.wav")
I've tried to add lines to underwater.lua that trigger the sound to play continually while underwater like this:
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function sys_enter_level(level)
if (level == 1) then
dsb_set_condition(PARTY, C_UNDERWATER, 10)
dsb_sound(snd.water, true) = 2 -- New line by me
else
dsb_set_condition(PARTY, C_UNDERWATER, 0)
dsb_stopsound(2) -- New line by me
end
end
5) A water breathing effect that stops characters running out of air (for example, it might stop function underwater_air_func from being called). It wants a dotted line that goes round the character portrait (just like fireshield does it). In order to accommodate the needs of various different dungeon designers, I'd ideally like it to be available as a potion, a triggered effect on an item, or a permanent effect on an item. Would this best be done as another condition?
6) There's a problem in that a player could cheat by saving and then reloading the game, thereby resetting the "running out of air" counter. I've fixed that by preventing all saves underwater, but that creates a new problem for any designer who wants to make large underwater levels--stopping anyone from saving underwater at all might not be what's wanted. Is there a way of saving the current air supply situation for the party along with a saved game?
7) (This is a "would be nice", as in, if it's really hard don't worry): I want entering an underwater level to put out the party's torches and make them unusable. I'd do that by replacing all the party's torches with an object called "soaked torch" (cloned from burnt out torch). I can do that by putting a trigger at each underwater entrance that does it, but I think that solution isn't ideal for what Gambit37 wants to do with it... I think he'll have so many entrances to his underwater area that it'd be better if the torches could be spoiled on entering the underwater level from any point. Is there a way to add this effect to sys_enter_level?
General
This one's probably quite easy to solve!
8) I've got a floorflat called "statue" which looks nice, but I want characters not to be able to walk into it. At the moment they can. The code simply looks like this:
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obj.floorstatue = clone_arch(obj.movablewall, {
class="STATUE",
front=gfx.floorflat_statue
} )
9) Please could you explain how to divide up this image:

... into a DSB wallset?