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Problem with creating items

Posted: Sat Sep 17, 2005 3:38 pm
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?

Posted: Sat Sep 17, 2005 5:36 pm
by copperman
<suggestion>How about a new wall item GG, like a shooter but not if you get my drift</suggestion>

Posted: Sun Sep 18, 2005 6:14 pm
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...

Posted: Sun Sep 18, 2005 6:40 pm
by copperman
hmm, if it does, you could use it for explosive effect when creating other items :D

Posted: Sun Sep 18, 2005 6:43 pm
by Sophia
The Ful Bomb converts to a fireball. That's why it explodes. If it converts to something else, it won't. :(

Posted: Sun Sep 18, 2005 7:09 pm
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...

Posted: Sun Sep 18, 2005 7:10 pm
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.

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

Posted: Sun Nov 20, 2005 8:01 pm
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)

Posted: Sun Nov 20, 2005 11:36 pm
by TheMormegil
The method that Gambit & George mentioned works.

Posted: Mon Nov 21, 2005 2:39 pm
by EdwardSH
TheMormegil is right it does work. Wish i'd thought of that method myself 2 months ago!