Removal of cloning
Posted: Fri Dec 26, 2003 9:45 pm
The removal of cloning from DM (applicable for convertign dungeons to CSB4win or RTC):
In the interests of removing this practise, here is a list of reasons to do it. I've deleted whether I think the problem is solved or not)
Anything I have forgotten? Do designers think these aren't important, or are solved for their prefered platforms?
a) Saving objects to circumvent object counts
b) multiple tile functions
- teleporters affecting objects differently, or having alternate destinations
- teleporters in strange places (pits, alcoves/wall objects, doors etc)
c) activating wall/floor objects despite limitations
- opening different texts/objects on the same tile
- activating text/wall object while not triggering teleporter/pit/fake wall
- activating the same trigger on multiple levels
d) placing items in strange ways
- objects chested into chests/monsters in real time
- objects shared between levels (omni-present alcove for storage)
e) spell effects generated for looks (poison clouds and explosions that don't damage)
f) Creating a local effect on monster death
- Monster 'dropping' a teleporter or monster damage tile (cloned door)
- spell effect (as e) )
g) misc mechanics (individual cases)
- destroying something innactive using spells.
The spell passing over a cloned tile is teleported to the original tile with monsters (the clones list starts after those creatures). So the spell still appears to explode at the object/ wall/pit, but is actually damaging the monsters - monster death, through loss or dropped objects, can then generate an effect.
Other bugs used as features:
1) Unused tile type - created invisible floor area
2) Large monsters given small creature positions for invisibility
3) NPC - if you check a party mirror without selecting, then later ressurect a set of party bones for that position then a 'ghost' is created with the name - you cannot access their inventory unless you properly that that champion later or over-write the position
Things cloning can't do:
Do a) for parties
Do complex monster things without threatening the engine stability
In the interests of removing this practise, here is a list of reasons to do it. I've deleted whether I think the problem is solved or not)
Anything I have forgotten? Do designers think these aren't important, or are solved for their prefered platforms?
a) Saving objects to circumvent object counts
b) multiple tile functions
- teleporters affecting objects differently, or having alternate destinations
- teleporters in strange places (pits, alcoves/wall objects, doors etc)
c) activating wall/floor objects despite limitations
- opening different texts/objects on the same tile
- activating text/wall object while not triggering teleporter/pit/fake wall
- activating the same trigger on multiple levels
d) placing items in strange ways
- objects chested into chests/monsters in real time
- objects shared between levels (omni-present alcove for storage)
e) spell effects generated for looks (poison clouds and explosions that don't damage)
f) Creating a local effect on monster death
- Monster 'dropping' a teleporter or monster damage tile (cloned door)
- spell effect (as e) )
g) misc mechanics (individual cases)
- destroying something innactive using spells.
The spell passing over a cloned tile is teleported to the original tile with monsters (the clones list starts after those creatures). So the spell still appears to explode at the object/ wall/pit, but is actually damaging the monsters - monster death, through loss or dropped objects, can then generate an effect.
Other bugs used as features:
1) Unused tile type - created invisible floor area
2) Large monsters given small creature positions for invisibility
3) NPC - if you check a party mirror without selecting, then later ressurect a set of party bones for that position then a 'ghost' is created with the name - you cannot access their inventory unless you properly that that champion later or over-write the position
Things cloning can't do:
Do a) for parties
Do complex monster things without threatening the engine stability