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[Done for V0.38] Blasting through walls
Posted: Sat Jul 21, 2001 6:34 pm
by amaprotu
It would be nice if pads (siwtches?) could be triggered by specific spells. With this you could create the effect of blasting through a wall or destroying parts of the actual dungeon with excessive fireball usage.
Thinking about it fireball is really about the only spell that should be able to destroy walls... so maybe just to be able to make pads trigerable by fireballs....
thinking as I type...
Re: Blasting through walls
Posted: Sat Jul 21, 2001 8:19 pm
by beowuuf
Differnt idea to produce the same effect (but i agree, a general 'detect spell object pasisng over' pad would be good, for an object spinner that only switches on to reverse spells, for example, or the wall idea, or ..lol, yep, anyuthing else)
The different idea is of course to create wall monsters, that don't move, can't attack, but can receive dammage
So, upping the armour of it and giving it poison immunity would mean that only powerful spells or large attacks like berserk could destroy them (giving you the damage you want)
You could even have three or four wall monsters chested one in the other, each dropping larger rubble on death too, and each having a bigger damage graphic until finally the wall 'collapses'.
The only problem with this would be that you wouldn't damage yourself walking into thse walls
or..
Posted: Sun Jul 22, 2001 2:57 am
by cowsmanaut
Or you could just have a bashable door that looks like a wall and has no switch..
but yeah a 4 square monster could do it but you have to be sure that it can not move so that the wall isn't flipping back and forth.. then you have underneath it a monster switch that sends in annother wall mosnter with a different graphic.. this way you can have more than one state of visible damage. you can make the wall deteriorate through the death of 2-3 wall monsters.
you have your two other monsters in 1x1 blocks hidden off in a part of the dungeon when the first wall monster dies it leaves the switch and wall 2 takes it's place and wall 2 moves to wall2's eclosure because it had a monster switch as well

then what you see is bang bang bang puff of dust(smoke of death) and the wall is broken down a bit.. bang bang puf of smoke and wall is almost toast.. bang bang puf of dust and a couple of boulders and a rock is left behind from the death of the last wall monster

Re: Blasting through walls
Posted: Sun Jul 22, 2001 12:29 pm
by beowuuf
That's exactly the effect I was thinking of with the chested monsters, except there would be an automatic dropping of the next one without having the delay of teleporting. Actually, you are right, as long as monsters were dropped instantly (in dm they weren't) the smoke would look cool.
True, you'd want a non bouncing movement too (maybe the non moving monster would have a speed of 0 so it doesn't bounce...hmm, though i'd like a non moving monsters that also bounce too...suppose blockers in that case)
Ooh, for the damage of walking into it, if George went with partial/full invisible walls (and you could toggle them like false walls) then you could have the monster standing in one, and it is toggles off when the last wall monster finally dies!
or..
Posted: Sun Jul 22, 2001 2:44 pm
by cowsmanaut
there could simply be multiple damage images. but that would probably add a bit of code to George's list of to do's..
Hey George.. what do you think is the best way to do this (Ie easiest for you)
Posted: Tue May 09, 2006 8:40 pm
by George Gilbert
This can now all be done in V0.38