Page 1 of 1

Breakable objects

Posted: Fri Feb 16, 2001 2:39 pm
by Gambit37
Just a thought, how about adding this possibility? Items such as flasks could break when thrown against a wall, or maybe a chest could fall apart when dropped down a pit, scattering it's contents?

It would force the player to be a bit more careful about what they throw around!

Re: Breakable objects

Posted: Fri Feb 16, 2001 7:11 pm
by Ian Clark
Yeah, like in EOB where lock picks break if you try too hard to pick a lock. <p><font face=arial>Ian

Pulp - Styling the pattern for life!</font></p>

Flasks and potions

Posted: Sat Feb 17, 2001 3:14 am
by beowuuf
If flasks were made breakable,then how about another addition - having an 'empty' (and also throw) option available as an action when in a characters hand. If more potion spells are developed, then there could be more 'weapon' potions, like perhaps acid like damaging potions, ice stroms in a bottle, etc.

I like the idea of having more bombs that you can get rid off if you change you mind, though maybe at the price of emptying a potion affects that square. So you can get rid of a Ven bomb but better be careful and run fast afterwards, and ful bombs only gotten rid of in low-flask emergencies!
Plus, have a reverse of this - full party beneficial potions can be stored for when needed, or create a lighter effect than drinking it. A magic shield emptied creates a less poewerful party shield, etc.

It might make for more tactical decisions, deciding to less powerful versions of the spell so you can concentrate spellcasting in other areas.

bottle xx

Posted: Sat Feb 24, 2001 12:40 pm
by cowsmanaut
well, there should be the posibility to empt contents of a flask for sure.. however what you pour out should not have to be dangerous.

there could be a cost in mana to 'contain' the spell after release.. or perhaps you could empty it onto the square ahead.. making it a powerfull *close* range weapon.

A ful bomb would be like acid and the ven bomb would be like the poison ball. this way you could reuse the flask if need be.

Re: Breakable objects

Posted: Sat Feb 24, 2001 2:37 pm
by beowuuf
I don't like the thought of there not being consequences for hastily using up your flasks on offensive spells. Otherwise you could just run around loaded up with offensive spells all the time, and damn strategy and preperation. I like the DM strategy in this, create a bomb, lose a flask, and if FUL bombs are available in CSB then flasks are also scarce (?), so balance maintained. I was just suggesting upping the flexibility, so to balanace this there would have to be more consequences - change your mind, take the damage. Think of the shift in game balance if you could 'store' up to 2-5 times the amount of mana you normally have available in offensive spells, AND also then be able to do this again as much as you want. Areas of monsters that were before challenging can become simply something to blitz through. Just my thought. I don't say don't have the next square emptying potion spells, but they should a) only be usable in this way, and b) less effective than a fireball/ful bomb, etc.

well....

Posted: Sun Feb 25, 2001 1:00 pm
by cowsmanaut
How about this.. the firecracker theory.. If you hold it (a firecracker) in an open hand you get little less than a sting and a tingling.. if you close your fist however you're gonna need to be wearing finger splints for a few months.. that is if your fingers are still there.

So by this I mean that if used while in the bottle you get full effect.. however if you empty it not only do you have to get right beside the critter to do anything but it also only does 1/4 - 1/3 the damage.

this way it's not a worthwhile practice to do this since you could spend less mana and do more damage with a regular spell. The only advantage this gives you really is that you can carry them around for emergencies.Plus you can still use them as normal but you obviously lose the flask..

i'd go with that!

Posted: Sun Feb 25, 2001 5:59 pm
by beowuuf
Especially as the potion version will cost the extra mana too, no doubt. I still think that maybe the ven potion could empty onto the same quare - it could cover retreat quite easily like that.

And everyone else seems a bit quiet on this one too...ah well..: )

Posted: Sun Feb 01, 2004 4:30 pm
by Gambit37
*bumping an old suggestion *

Posted: Sun Feb 01, 2004 5:00 pm
by beowuuf
seems like a 'converts to' effect, such as happens with rusters just now
<damage>, <% chance>, <x> coverts to <y>
clone existing objects and activate this usually null property, nominating the new item you have created
So create a broken flask from a zokathra or somehting useless
create a breakable_flask form a flask that converts on ...whatever damge
Or spoilt food and spoilable food, that switch when poison damage occurs

Posted: Sun Feb 01, 2004 6:29 pm
by copperman
I thought of poisoned/spoiled food, but how do you make food poison with RTC ? Maybe add this as a switch for cloned food. Also a delay for a convert food to spoiled food property would be nice.

Posted: Mon Feb 02, 2004 6:45 pm
by Lunever
Or Bombs (Ful/Ven) exploding when I fireball explodes on their tile...

Posted: Mon Feb 02, 2004 6:47 pm
by copperman
Of course, great idea. :D

Posted: Wed Feb 04, 2004 12:01 pm
by PicturesInTheDark
Hmm. A broken bottle could then have an attack option too, probably.

Regards, PitD

Posted: Wed Feb 04, 2004 1:03 pm
by andyboy_uk
It seems to be a weapon of choice in a pub brawl. Why not in a dungeon.

Posted: Wed Feb 04, 2004 1:23 pm
by beowuuf
*looks at sword* *looks at bottle* *makes morpork dagger and runs at startled dragon*

Posted: Tue Feb 24, 2004 2:38 pm
by PicturesInTheDark
CSBuild already has an item value called "broken" but makes no use of it as far as I know at the moment. If it has exactly the same meaning/function as "breakable" would have to be discussed/verified.

Regards, PitD

Posted: Tue Feb 24, 2004 6:29 pm
by beowuuf
yes, there seems to be flags for both poised and broken on certain item types as well as cursing
not coded...though as you say the hooks are there for csb4win to take advantage of it...

Posted: Wed Mar 03, 2004 4:10 pm
by PicturesInTheDark
I'd like to see items cursing ;)

Regards, PitD

Posted: Wed Mar 03, 2004 4:44 pm
by beowuuf
15 rated csb4win "You call that a £$%^ swing? Give me to Halk!"

Posted: Fri Mar 05, 2004 3:45 pm
by Lunever
LOL

Posted: Wed Sep 08, 2004 10:46 am
by George Gilbert
Implemented for V0.29

Objects now have a BREAK_TO property. When thrown against a wall, the object converts to this (for example a FLASK_POTION_VEN breaks to SPELL_POISON_VEN etc). This could easly be extended to created puzzles such as a key in a bottle which you have to smash to get the key etc, or even creating new weapons (FLASK_POTION_DESEW anyone?)

Posted: Wed Sep 08, 2004 11:17 am
by linflas
woohoo excellent !!!

Posted: Wed Sep 08, 2004 11:28 am
by beowuuf
very cool!

Posted: Wed Sep 08, 2004 1:54 pm
by Gambit37
Give woo! Give Yay! Give way?

Excellent -- like the sound of that! Presumably, if there's no BREAK_TO parameter, it behaves as normal.

What would be really useful for this to work even better is to be able to add extra information to items that is only viewable when held up to a characters eye. So for the key in the flask idea, maybe you can't see it in the dungeon graphic because the flask is full, but it you hold it to a character's eye the display says something like "Something is inside this flask". I suggested this feature way back here:

http://www.dungeon-master.com/forum/vie ... hp?t=23437

It was specifcally for objects with runes, but could work generically for everything.

Posted: Wed Sep 08, 2004 2:01 pm
by George Gilbert
Yep - that's already planned (but not yet done) for doing before V0.29

Posted: Wed Sep 08, 2004 2:09 pm
by Gambit37
Woo hoo! The King of RTC returns with a vengeance! Thanks George -- good to see you back!