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[Done for V0.39] monster on a mission

Posted: Sun Jan 25, 2004 5:44 am
by cowsmanaut
I wonder. Do monsters have the ability to have tasks applied to them? I know that in DM2 monsters are more dynamic in this respect. We have theives that not only steal but they then go back to their home and drop them in their "hiding spot"

This got me thinking about other things.. like the wolves and the little guys down where they furnace is. They are generally non violent except everyonce in a while when you get in their way. Also those guys in the furnace feed the furnace by taking and throwing stuff into the fire.

I had just been reading one of Gambits bug reports and I just had an image of finding bones say of a long dead character.. not one of your own. You place it in the altar of VI and boom.. a monster appears. This monster is a friendly one not intending you harm and has a mission to complete. perhaps he has a password, or intimate knowledge of a machine or something that you need him to do.. so not only a matter of finding his bones but bringing him back to life to complete the quest.

So this involves the monster knowing where to go.. this is pathfinding. next is not attacking the party.. then it's a matter of monster triggers I suppose. anyway.. just some thoughts..

moo

Posted: Mon Jan 26, 2004 6:35 pm
by Lunever
I wonder... if you have a party of up to 3, is it possible to find the bones of a dead character (implemented by the dungeon designer) and revive a character from them and let that character join the party like in EOB?

Posted: Mon Jan 26, 2004 6:37 pm
by Gambit37
I don't think that's possible in RTC, but it would be a good suggestion....

Posted: Mon Jan 26, 2004 6:41 pm
by Lunever
Back in Amiga days, first thing I did with the bones in CSB was placing all of them into Vi-Altars, and I remember that I was rather disappointed when nothing at all happened...

Posted: Mon Jan 26, 2004 10:26 pm
by cowsmanaut
me too.. I espected at least SOMETHING to happen.. I even tried killing off a character (Zed I think.. so big loss ;) ) to see if that happened

Posted: Mon Jan 26, 2004 10:56 pm
by beowuuf
In DM you create ghosts if you do this with party bones mis-labbeled for unselected characetr positions (character positions you cannot access with no name)
If you have viewed a champion mirror without selecting previously to putting the next position party bones in an altar you create a named ghost
I used this to create an NPC ghost you could fully resurrect later (ghosts can be overwritten by selecting a champion from a mirror) in a dungeon, but never continued with it

I imagine RTC would just crash, and besides you need to figure out the name given to the party bones..perhaps there isn't a compliable item reference you can put in a dungeon! It might be simply 'object 256' in the .rtc file : )

For RTC it would be easier to simply create an arbitrary object 'Bones_npc_ferret' that toggels a vi altar to a champion mirror with the champion in it, or something like that...

Posted: Wed Jan 28, 2004 12:23 pm
by PicturesInTheDark
You would probably need new code parts to stop monsters acting only with the purpose of running around and attacking if it sees someone. It might be fun though to create a "familiar" that way helping you to solve puzzles... standing on two different pressure pads to open a acertain door for example... you get my drift.

Regards, PitD

Posted: Thu May 18, 2006 6:53 pm
by George Gilbert
Done for V0.39

Posted: Thu May 18, 2006 7:44 pm
by beowuuf
Note you can create pillars that actually have champion mirrors on them. These pilalrs could look like a static NPC.

Or, what you can have is an invisible pillar with all that, but an actual 'monster' (like a knight) without movement/attack standing there. You oculd select the champion still, and have that action kill the person. Or, you can attacl the person, and have that action destroy the pillar, and drop a proper monster version of the NPC who would attack you...fun times!