Problem with creating items

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Chaos Awakes
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Problem with creating items

Post by Chaos Awakes »

I have an interesting problem, and was wondering if anyone here could help.

Up until now, I have been generating objects in the dungeon that are not there when the game begins (IE: in a shop) by having a shooter in a hidden part of the dungeon pointing at a teleport. When a coin is placed in a slot, the shooter shoots the relevant item bought which goes into the teleport and is teleported to an alcove where the player can take it.

I now have a problem, though, in that I wish the player to buy a FUL bomb. The problem is that the player inserts the coin, the shooter fires the FUL bomb into the teleport and it explodes on contact with the alcove instead of the FUL bomb appearing in the alcove. So how do I spontaneously generate a FUL bomb in an alcove?
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copperman
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Post by copperman »

<suggestion>How about a new wall item GG, like a shooter but not if you get my drift</suggestion>
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Gambit37
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Post by Gambit37 »

Could you clone the Ful Bomb object and set it's CONVERT_TO to the Ful Bomb? It'll explode in the alcove, but leave behind a real Ful bomb. I have no idea if that'll work, just thinking out loud...
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copperman
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Post by copperman »

hmm, if it does, you could use it for explosive effect when creating other items :D
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Sophia
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Post by Sophia »

The Ful Bomb converts to a fireball. That's why it explodes. If it converts to something else, it won't. :(
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George Gilbert
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Post by George Gilbert »

I think what Gambit was suggesting is that you create a brand new object (Ful-bomb2) that converts to a ful-bomb.

Your shooter will then create a ful-bomb2, fling it at an alcove and it will turn into a ful-bomb ready for your party to pick up.

No idea if it will work though! It all depends on the order of events when an object hits the wall (i.e. does it hit the wall, then fall to the floor then convert OR hit the wall, convert, then fall to the floor) - sadly I can't remember off hand, but it's worth a try...
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zoom
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Post by zoom »

anyway, would make a nice trap.
paying for getting hit by a ful bomb.
maybe you would still be able to see it come near. ouch.
EdwardSH

here is the code you need. It will require some alterations

Post by EdwardSH »

; Level 0
ref000002-1 FLOORITEM_TRIGGER 2 0 0 OPBY=(PARTY,ON_AND_OVER) ACTION=(ACTIVATE) TARGET=(ref000103-1)
ref000003-1 WALLITEM_ALCOVE_ORNATE 3 0 0 WEST
ref000102-1 FLOORITEM_TELEPORTER 2 1 0 OPBY=(FLASK_POTION_BOMB_FUL) DESTINATION=(3,0,0) OPTIONS=(SOUND:SOUND_OTHER_BUZZ,ROTATE:EAST)
ref000103-1 WALLITEM_SHOOTER 3 1 0 WEST TYPE=(SINGLE) SHOOTS=(FLASK_POTION_BOMB_FUL) STRENGTH=(1) OPTIONS=(SOUND:SOUND_ATTACK_WATER)
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TheMormegil
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Post by TheMormegil »

The method that Gambit & George mentioned works.
EdwardSH

Post by EdwardSH »

TheMormegil is right it does work. Wish i'd thought of that method myself 2 months ago!
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