Right I had another little thought and apologies in advance to GG as we are no doubt making endless amounts of work for him. But hey, like I said before, thats what this forum is for so here goes:-
How about a new section in the TXT files called [Party Triggers] that are evaluated when certain things happen to the party. I was thinking about things like:-
005 EVENT_PARTY_RECIEVE_ITEM 001 ACTION=(<action_commands>)
The events I was thinking of would be something like
EVENT_PARTY_RECIEVE_ITEM - If the party puts an item in the inventory of one of the characters - or picks it up (overrides any local item trigger)
EVENT_PARTY_LOOSE_ITEM - as above, but when the item anywhere outside the party , like lost/stolen or dropped
Action commands suggestions could be:-
TRIGGER_ITEM:<itemID> - forces a certain item to trigger
MOVE_ITEM_TO:<itemID>:<x>:<y>:<level> - moves a certain item somewhere else (or to limbo -1, -1, -1)
TELEPORT_PARTY_TO:<x>:<y>:<z> - zooms the party
DESTROYITEM:<itemID> - destroys an item.
TEXT:<textstring> - displayed at bottom of screen like flooritem_text
ATTACK_PARTY:<attack_method_id> - run an attack on the party once.
The events could have options too like SOUND, DELAY, etc.
With these commands in place, and also those associated with the friendly monsters, it could be the beginnings of a Dungeon master NPC system if used cleverly.
Well, it would allow an author to exchange items with an "NPC" of sorts.
[new bit]
If it was implemented with in conjuncton with the creature HOSTILE and MOVES properties mentioned in another thread then an action for ALTER_PROPERTY:<item>:<property>:<newvalue> could be added to this as well.
[/new bit]
Not sure, just a suggestion.
Anyone have any thoughts on this one?
Actions for the party
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- andyboy_uk
- On Master
- Posts: 647
- Joined: Thu Feb 20, 2003 1:51 am
- Location: London, UK
Actions for the party
Last edited by andyboy_uk on Wed May 14, 2003 12:43 pm, edited 1 time in total.
Regards,
Andy
Andy
I don't know why, I always wonder if these thigns can be done on current mechanics, call it weird
Woulds it be possible (to geroge : ) ) to have a section for items at the start of each level where you can specify one item, or one group of items, and have them cloned on every single non-wall tile on compiling?
For example, declare one single normal floor trigger for 'if party posses item x trigger event y' , this is cloned throughout the whole level, and so if the party pick up the item at any point on that level it will trigger the event
Or alternatively you could declare a floor pad and damage tile, they are cloned throguhourt the whole area, and if you have item x each step you take you are stepping on a damage tile and taking damage.
Just a thought.
Woulds it be possible (to geroge : ) ) to have a section for items at the start of each level where you can specify one item, or one group of items, and have them cloned on every single non-wall tile on compiling?
For example, declare one single normal floor trigger for 'if party posses item x trigger event y' , this is cloned throughout the whole level, and so if the party pick up the item at any point on that level it will trigger the event
Or alternatively you could declare a floor pad and damage tile, they are cloned throguhourt the whole area, and if you have item x each step you take you are stepping on a damage tile and taking damage.
Just a thought.
- andyboy_uk
- On Master
- Posts: 647
- Joined: Thu Feb 20, 2003 1:51 am
- Location: London, UK