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[Done for V0.38] Giggler Games
Posted: Mon Jan 26, 2004 8:59 pm
by Gambit37
This suggestion may have been made before. Could gigglers be made to pick up items from the floor? It could be as simple as adding some code to check each tile that the giggler is in to see if there's an item -- if so, randomly choose to steal it or not.
I thought about this while playing Conflux 2 and leaving stuff dotted around the dungeon so that I could come back for it later. It didn't make sense that there were lots of gigglers running around but not touching my big piles of gold!
For this to work properly, you'd have to make it so that the check was not performed while they were being attacked.
Posted: Mon Jan 26, 2004 9:14 pm
by copperman
Splendid idea, that could add a touch of realism, maybe if each giggler could be allocated a certain number of "pockets" you could fool them be dropping your trash for them to collect, or maybe they have a hoard tile where they go when they are x% full.
Posted: Mon Jan 26, 2004 9:25 pm
by Paul Stevens
It didn't make sense

Warning
You want this game to make sense? Next you will want
to come back and find your gold buried in Dragon Droppings.
They are poisonous, you know.
Posted: Mon Jan 26, 2004 9:34 pm
by Gambit37
Dragon Droppings? Why, they make such divine manure! I wouldn't mind my gold being buried by that, at least my snapdragons would benefit...

Posted: Mon Jan 26, 2004 10:41 pm
by beowuuf
*sniffs droppings* i think they have some strange drug-like properties too in their scent....
If this idea gets rejected, could i counter-propose somehting that might allow similar actions (with more dungeon mechanics)?
In DM you could have gigglers acting like this (zyx and his crafty mind) - you cloned a tile, having the giggler carrying its contents. Teleporters were on the floor, so it could 'pick up' items by havign the teleporters teleporting to the cloned square
If RTC could allow monsters to carry a marker to a square, then you could have a series of teleporters teleporting to this one square - effectively now the giggler inventory. That would be emptied on the giggler's death by some engine mechanic
This square would have the added bonus that if a giggler went to some 'stash' area, you could have a dungeon trigger removing the contents back to this drop area instead, like DM2 creatures did.
You could have items moved into our out of creatures inventories during a game depending on character actions, just because you can interface with this 'inventory square'
The code could simply be 'if co-ordinates empty, do nothing, if co-ordnates full, teleport to creature's death site'
Just a thought...
Posted: Wed Jan 28, 2004 12:19 pm
by PicturesInTheDark
It would also allow for pretty complex riddles. For example, take a door that would be half closed (opening up/down) and stuck that way. If a giggler would have to get a certain item and take possession of it, you could have a pressure pad somewhere in the room behind above-mentioned door triggering a certain action when the monster possessing a specified item crosses it...
Probably more than one code-change necessary in here, but just as a thought...
Regards, PitD
Posted: Tue May 09, 2006 8:33 pm
by George Gilbert
This can now be done in V0.38 (there's a specific monster attack of "pickup item on tile", and monsters can execute attack methods whenever they move).