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also 005

Posted: Wed Feb 21, 2001 10:00 pm
by Journeyman
-You can run into your own dagger, if thrown
-party takes damage when moving sideways into a monster
-split doors: both parts are/move on/to the left side (1.Level)
-can teleport into monsters and share same place until monster moves away (1. Level "take a ride")
-thrown objects can pass monsters if they move from one square to another
-hit snd of a weapon plays before its air cutting snd (flachion)
-my humble regards (no bug)

Re: also 005

Posted: Thu Feb 22, 2001 11:33 am
by George Gilbert
> You can run into your own dagger, if thrown

Can't you do this in DM as well. You can only do this if you're very quick and run at almost the same time you throw; you can't catch up with a thrown object can you?

> thrown objects can pass monsters if they move from one
> square to another

Hmm - don't really understand this one; can you explain it a bit more fully please?

Re: also 005

Posted: Thu Feb 22, 2001 11:39 am
by beowuuf
It's very easy to run into spells, I don't see why thrown objects would be any different ...they travel at 1/2 tile to the characters' 1 tile, so even with faster objects it's possible.

Re: also 005

Posted: Thu Feb 22, 2001 11:44 am
by Gambit37
Wasn't this a change that we requested though? Remember, George has re-coded this part several times based on what we said before; now we seem to be asking him to put it back the way it was!

I personally like the idea of walking into stuff that has been thrown/cast; and anyway, this is how it works in DM and CSB.

Re: also 005

Posted: Thu Feb 22, 2001 11:45 am
by George Gilbert
I disagree. Flying things (objects/spells) travel at 1/2 tile per turn (0.2secs), the (unladen) party at 1 tile per 2 turns. It's impossible for you to *catch up* with a spell/object; the best you can do is keep up with it.

HOWEVER - immediately after you've thrown/cast then the flying thing is 1/2 a tile away; if you now step forward you will be on the same tile and get hit by it. If you wait more than 0.4 secs then it will be over 1 tile away and you can't get onto the same tile. This (I believe) is true in DM and RTC.

If I've got this wrong, please let me know, but I'm pretty convinced I'm either right or completely misunderstood the original point.

Re: also 005

Posted: Thu Feb 22, 2001 4:44 pm
by beowuuf
To Gambit, I can't remember what the state of play is with speeds! Originally objects were very fast and footsteps too slow, then things kept getting changed. I think the way it is now (walking into throw but not able to catch up to it) is realistic and good, so no complaints here!

So sorry to George, I wasn't sure what you were saying and which point you were going with. An odd 'feature' I remember in DM too was that for a split second damage was a physical object that existed in the tile. Once in a blue moon if I was swiping and moving forward with a boots of speed party (this has happened twice/three times in my whole playing time) through a space where a creature had died, then one of my characters would get 'hit'. Is this possible in RTC? Because that seeemd off and buggy (it was nigh on impossible to achieve in DM, but if RTC stores up keystrokes in situations it might be more possible...).

thrown objects

Posted: Thu Feb 22, 2001 6:39 pm
by Journeyman
>> thrown objects can pass monsters if they move from >> one
>> square to another

>Hmm - don't really understand this one; can you >explain it a bit more fully please?

O.K. I´ll try it (with the help of my astonishing english knowledge).

I´ve thrown a rock onto a screamer, that just intended to move in my direction at the same time. So the rock take his journey beyond him.
I thought for myself that the moving sequence of a monster consists of its disappearance in one square and its reappearance in another next to it. Therefore the rock arrived just between the dis- and the reappearing sequence and passed unhindered.
I reproduced it on a mummy (with a rock).

Re: thrown objects

Posted: Thu Feb 22, 2001 7:04 pm
by George Gilbert
Gotcha - I can see what's going on now.

Actually each item is moved seperately so it doesn't work like you describe it. However there is only code in place to detect when an item hits a monster - I hadn't considered the case when a monster walks forwards into the item and hits it so nothing happens and the item just keeps on going...just thought you might like to know why it doesn't work! Many thanks.

Re: thrown objects

Posted: Fri Feb 23, 2001 11:24 am
by Gambit37
Actually, this behaviour is also exhibited in DM and CSB (sometimes), so it's currently correct from a 'clone' point of view! :wink:

Re: thrown objects

Posted: Wed Feb 28, 2001 11:22 am
by George Gilbert
Fixed the original points for V0.06