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Sticky Items
Posted: Thu Feb 22, 2001 2:11 pm
by Gambit37
Now that items 'stick' in monsters when thrown, there are some exceptions that must be sorted out. I threw a chest at a screamer and it 'stuck' - meaning it disappeared, then only came back when the little guy was dead. It's quite amusing, but probably shouldn't happen!
Re: Sticky Items
Posted: Thu Feb 22, 2001 2:19 pm
by George Gilbert
Erm yes - currently everything either sticks or it doesn't dependent on the monster type, and independent of the item type. Any suggestions as to what should and what shouldn't (i'm talking generally here with a simple criterium, not specific items)?
I suggest all items that can be used.
Pros: This will include all weapons.
Cons: It also includes things like coins and the rope.
Re: Sticky Items
Posted: Thu Feb 22, 2001 3:22 pm
by Gambit37
Hmm, didn't quite understand your last paragraph!
I think that only weapon type objects should be sticky, with one or two extra exceptions. It doesn't make sense for say, an apple, to stick or indeed most other things. I would expect clothes for example to fall to the ground if I lobbed them at a mummy. Of course, one could argue that a creature could get tangled up in a tunic, so perhaps that constitutes it being 'sticky'?? Aww,, I don't know....
I suggest these items are sticky:
Weapons (sharp or otherwise)
Small 'entangling' items such as some clothes and the rope
Items that definitely should NOT be sticky:
Anything very large and very heavy
Anything that's a puzzle item (key, coin, gem etc.)
I guess by default, all other things should NOT be sticky. I'm not sure what DM does in the respect, but I'm sure it would take far too long to work out.... <!--EZCODE EMOTICON START --><img src=
http://www.ezboard.com/intl/aenglish/im ... ohwell.gif ALT=""><!--EZCODE EMOTICON END--> What does DM do with short creatures? Do objects still stick or fly over? I can't remember. Perhaps the likelihood of objects sticking should be reduced for short creatures (worm, ruster, etc). After all, how many people would be inclinded to throw a dart DOWN at something?
Hmmm...
Re: Sticky Items
Posted: Thu Feb 22, 2001 3:24 pm
by Gambit37
Doh! I see what you mean now! All items that can be USED!! Yeah, maybe that's an easier way to implement it. Silly me!

Re: Sticky Items
Posted: Thu Feb 22, 2001 3:29 pm
by George Gilbert
Erm yes - I meant all items which had an action when placed in a characters right hand. On reflection I wasn't being very clear!
BTW - if I was being attacked by a worm / ruster I'd be very inclined to throw my dart directly at it, regardless of whether it was up down or anywhere else... <i>Edited by: <A HREF=
http://pub50.ezboard.com/ugeorgegilbert ... =EN>George Gilbert</A> at: 2/22/01 2:31:41 pm
</i>
Re: Sticky Items
Posted: Thu Feb 22, 2001 5:26 pm
by beowuuf
This could turn from a bugs post to a suggestions post : )
I think any light weapon that you can throw should stick (making rocks an exception for realism probably not doable easily I'd guess, and was ignored in DM anyway), larger ones maybe shouldn't (except into larger creatures like a dragon?). The reason for non-sticking of larger objects is, as the model is now that large weapond son't fly well, I wouldn't expect them to be impaled in a creature, more skim into them.
I know that light thrown weapons were the only ones (torches and boulders somehow being included) that could be fired from weapon shooters, though I don't know if this was because they had an additional property coded in, or if this was entirely seperate coding for shooters. So it strikes me that they were already highlighted as being different.
Maybe it could be a ninja property, like firing through gratings, to hit smaller creatures successfully. If I was in the back row behind two big fighters hacking around, I'd find it harder to chuck a dagger at a tiny creature without some level of skill.
impaled by a chest?
Posted: Thu Feb 22, 2001 11:47 pm
by cowsmanaut
well.. perhaps a class should be set defining dull and sharp for usable objs. sharp objs should stick dull objs should fall.
Arrow
slayer
dagger
axe
swords (various)
additional suggestions would be to use the attack frame for screamers, worms, rockpiles, rats, mummies, theives, and vexirks to show them catching/eating objs which could include things below a certain weight (ie things it could fit in it's mouth or catch with out breaking it's arm off) you could then say that it only 'sticks' to these creatures. it might be an easier solution.
cheers
Re: impaled by a chest?
Posted: Fri Feb 23, 2001 1:20 am
by amaprotu
This is more work but it would allow for more flexibility in future dungeons if each item had a 'stick' flag. Sorry George =p
criterium
Posted: Fri Feb 23, 2001 3:29 am
by Zyx
Maybe you could use the "throw" action to sort sticky objects from other: if they´re throwable, they're sticky.
everything is 'throwable'
Posted: Sat Feb 24, 2001 12:04 am
by cowsmanaut
or are you reffering to the 'throw' and 'launch' commands from the weapon action icon?
Re: Sticky Items
Posted: Sat Feb 24, 2001 1:44 am
by beowuuf
I'd vote for the throwable (from menu) = sticky, sounds a good cut off.
Re: Sticky Items
Posted: Tue Feb 27, 2001 1:43 am
by Gambit37
This reminds me of an old joke: What's brown and sticky?
:
:
:
:
:
A stick!
What's brown and sounds like a bell?
Posted: Wed Feb 28, 2001 5:25 am
by beowuuf
Odd that in another post the weapons that fit into chests were the ones that could be fired from weapon lauchers. Hmm...sounds like they were seprerated after all. It would also explain why george found that a torch flies further than an apple - it was counted as a 'sticky' throwning weapon!
Re: What's brown and sounds like a bell?
Posted: Wed Feb 28, 2001 11:09 am
by George Gilbert
Fixed for V0.06