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[Done for V0.38] triggered setting of light level

Posted: Tue Apr 19, 2005 1:32 pm
by Duel
Hello

George: I'm creating a dungeon right now and would like to add some 'darkness' areas in the dungeon where you have to find your way blindly. The best thing would probably be to do it with triggers to set a desired light level, so each step it could be reset to a given value. However, at the moment it's only possible to set a starting light value for a whole dungeon level.
Do you plan to implement this feature in future versions, or can it be done already with a workaround?

Duell

Saving valuable LIGHT !!!.......

Posted: Fri May 06, 2005 1:18 pm
by Adamo
Good idea, I agree with You, Duell.
BTW: I was thinking about making a light much harder than normally (in my game I don`t want "magic light" spell to exist), You just have to use torches, wchich I would put a lot on the sconces. Of course, then I should set first levels of the game rather lighter than darker, and the last levels darker than lighter, to make these last levels HARDER (the deeper You go, You have to SAVE THE TORCHES more- HAHAHAHAHAHAHAHAHAHA!!!!) :twisted:

Posted: Fri May 06, 2005 3:37 pm
by linflas
i would prefer shooters that can shoot darkness spells on you.. :)

Posted: Fri May 06, 2005 5:03 pm
by Adamo
without "magic light" spell (just a torches making light), the game will be much more scary - just imagin the TERROR of indigence of light from burning torches ... You would have to SAVE THE LIGHT, especially on deepest levels.
it`s like in a real live - if You have the matches in the basement, You are save. BUT WHEN THE MATCHES BURN OUT... :twisted:

Posted: Fri May 06, 2005 5:41 pm
by George Gilbert
As as been half suggested above, you could do this by putting a trigger that fires a shooter with the darkness spell. This however could then be countered by a light spell or torches so might not be what you want.

Having said that, at the entrance to your "dark maze" you could fire, say 1000 darkness spells and then at the exit fire 1000 light spells go get you back where you started. It would require an extremely powerful party to be able to have that many simultaneous spells going at once so you'd get the effect you wanted...

no light and darkness from shooters

Posted: Mon May 23, 2005 10:59 am
by Duell
Meanwhile I have tried to put shooters with darkness spells. Unfortunatly, the spells 'light' and 'darkness' are of the kind 'attack_method_xxx' while the shooters fire dungeon spells (dungeon_spell_xxx). Is there a possibility to achieve my goal another way?
More as a test, I created a monster which throws darkness spells, but this was not exactly what I intended to do, as the monster shoot only when you are in its line of fire. Furthermore, the space the monster is on cannot be stepped on by the party. However, I'll probably use this monster anyway.

Posted: Mon May 23, 2005 11:11 am
by George Gilbert
Sounds a cool monster - and really irritating to fight if grouped with other monsters that are damaging you at the same time!

Good point about the light spells not being able to be "shot". Brings up an interesting idea though, the need for an floor object that performs a attack method. The immediate use for the light / dark is obvious, but there could be other interesting ones as well (for example, a "steal" or "rust" pad which would stop you carrying items in your hands in part of a dungeon).

Posted: Thu May 04, 2006 8:53 pm
by George Gilbert
This is now all done for V0.38