Item that displays X,Y,Z position to complement compass. Probably more for debugging work.
Compass detects spinners, this would detect quiet teleporters.
Ideas
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Re: Ideas
George, I would like to make a stairwell act as a teleporter. Including being able to teleport to such a object without triggering it.
Basically, I want to do an exotic dungeon where the stairs would act like normal but be using some internal enhacements to make things appear 'normal' but in a non-euclidian universe.
OK, I want to do a tesseract.
Basically, I want to do an exotic dungeon where the stairs would act like normal but be using some internal enhacements to make things appear 'normal' but in a non-euclidian universe.
OK, I want to do a tesseract.
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Re: Ideas
Put a teleporter on the same square as the stairs and you'll get the desired effect. Objects are checked in the order they appear in the text file, so if you put down a teleporter, then some stairs, the teleporter will move the party away before the stairs are "activated".
This will give you the effect you want without having to invent a new object.
This will give you the effect you want without having to invent a new object.
Re: Ideas
A tesseract is the four dimensional equivalent to a cube (3D) or square (2D).
OK, if I teleport the party to a square with a teleporter, does the new square activate? E.g. a stairs is just a teleporter that by default teleports one level up/down but only if the party moves (into or rotate). Can a teleporter be set to only trigger the same way? (That's called orthaganolity in computers.)
OK, if I teleport the party to a square with a teleporter, does the new square activate? E.g. a stairs is just a teleporter that by default teleports one level up/down but only if the party moves (into or rotate). Can a teleporter be set to only trigger the same way? (That's called orthaganolity in computers.)
- George Gilbert
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Re: Ideas
If you just put a teleporter onto the same tile as corresponding up and down stairs then you'll end up in an infinite loop (each teleporter sending you immediately back to the other) that will crash the game.
What you could do however is put a trigger below one teleporter that turns off the other one and another tirgger on the neighbouring tile that turns it back on again.
I'm not sure exactly what you want, but there'll be some way of doing it using a combination of these three types of object.
What you could do however is put a trigger below one teleporter that turns off the other one and another tirgger on the neighbouring tile that turns it back on again.
I'm not sure exactly what you want, but there'll be some way of doing it using a combination of these three types of object.
- George Gilbert
- Dungeon Master
- Posts: 3022
- Joined: Mon Sep 25, 2000 11:04 am
- Location: London, England
- Contact: