Reanimating knights
Moderator: George Gilbert
Forum rules
Please read the Forum rules and policies before posting. You may
to help finance the hosting costs of this forum.
Please read the Forum rules and policies before posting. You may

- cowsmanaut
- Moo Master
- Posts: 4380
- Joined: Fri Jun 30, 2000 12:53 am
- Location: canada
- TheMormegil
- Adept
- Posts: 213
- Joined: Thu Apr 10, 2003 10:23 am
- Location: Wales
- TheMormegil
- Adept
- Posts: 213
- Joined: Thu Apr 10, 2003 10:23 am
- Location: Wales
- George Gilbert
- Dungeon Master
- Posts: 3022
- Joined: Mon Sep 25, 2000 11:04 am
- Location: London, England
- Contact:
- George Gilbert
- Dungeon Master
- Posts: 3022
- Joined: Mon Sep 25, 2000 11:04 am
- Location: London, England
- Contact:
Hmm - yes, that's true.
Thinking about it more, you'd probably need a convert type of "wear" / "unwear" - that could trigger the counters you suggested and when they ran down to 0 damage the member for 999 (so killing them) and swapping all the items for NULL, apart from one which would swap to the knight. To pick up the bones you'd need a new action of steal_local or similar so that creatures can pick up items (which might be an interesting dungeon mechanic in it's own right - used by the party as "the force" to collect nearby items into your hand
)
Thinking about it more, you'd probably need a convert type of "wear" / "unwear" - that could trigger the counters you suggested and when they ran down to 0 damage the member for 999 (so killing them) and swapping all the items for NULL, apart from one which would swap to the knight. To pick up the bones you'd need a new action of steal_local or similar so that creatures can pick up items (which might be an interesting dungeon mechanic in it's own right - used by the party as "the force" to collect nearby items into your hand

- George Gilbert
- Dungeon Master
- Posts: 3022
- Joined: Mon Sep 25, 2000 11:04 am
- Location: London, England
- Contact:
BTW - if you can come up with any additional convert types / actions that you might need to do clever stuff, just add them to the suggestions pile.
Now the framework for complex actions has been done (in V0.36), adding in new ones is easy to do so am happy to add in whatever's necessary for interesting dungeons!
Now the framework for complex actions has been done (in V0.36), adding in new ones is easy to do so am happy to add in whatever's necessary for interesting dungeons!
- Gambit37
- Should eat more pies
- Posts: 13773
- Joined: Wed May 31, 2000 1:57 pm
- Location: Location, Location
- Contact:
Really? Wow, I haven't paid much attention to the new actions yet -- if so, that's seriously impressive!George Gilbert wrote:I think that you can do all of that in RTC too!
It's 2:30pm, I got three hours sleep last night (

- Sophia
- Concise and Honest
- Posts: 4307
- Joined: Thu Sep 12, 2002 9:50 pm
- Location: Nowhere in particular
- Contact:
I've gone and done the reanimating knight bit (minus the bones), by having the torso plate on a 60 tick or so timer expiring to itself, and trying to SWAP_LOCAL the foot plate to a "special foot plate." The "special foot plate" expires to normal foot plate, and upon expiring, tries to swap the leg plate, and so on. It's a chain, and if the chain is broken anywhere, nothing will happen. At the end of the chain, though, the last SWAP reanimates a knight-- which only happens if all the crap is piled up on the same space.
Or should. Maybe there's a bug.
Or should. Maybe there's a bug.
- TheMormegil
- Adept
- Posts: 213
- Joined: Thu Apr 10, 2003 10:23 am
- Location: Wales
- TheMormegil
- Adept
- Posts: 213
- Joined: Thu Apr 10, 2003 10:23 am
- Location: Wales
- cowsmanaut
- Moo Master
- Posts: 4380
- Joined: Fri Jun 30, 2000 12:53 am
- Location: canada
I had no idea this would become a thread.. I'm looking around and see my name as the starter of a thread and don't remember starting it 
anyway.. the "what if someone moves some of it or wears some of it" is the point.. every time I killed a knight I would scatter their remains as far as I could.. as I thought they came back.. due to one incident where a knight was found in my little sanctuary (a room with a fountain and a door) where there had been no knight before and the door was closed. I had left some armour in there.. and thought it had regenerated. so from then on I scattered the armours.
now, the knight needs to drop everything where it dies.. and what about if I were to move all the armour from one tile to annother? but all in one pile.. does that assure it won't recombine? as the idea would be instead that as long as it has enough to make a knight.. it does. Sort of Knight recycling as it were..
moo

anyway.. the "what if someone moves some of it or wears some of it" is the point.. every time I killed a knight I would scatter their remains as far as I could.. as I thought they came back.. due to one incident where a knight was found in my little sanctuary (a room with a fountain and a door) where there had been no knight before and the door was closed. I had left some armour in there.. and thought it had regenerated. so from then on I scattered the armours.
now, the knight needs to drop everything where it dies.. and what about if I were to move all the armour from one tile to annother? but all in one pile.. does that assure it won't recombine? as the idea would be instead that as long as it has enough to make a knight.. it does. Sort of Knight recycling as it were..
moo
- cowsmanaut
- Moo Master
- Posts: 4380
- Joined: Fri Jun 30, 2000 12:53 am
- Location: canada
- TheMormegil
- Adept
- Posts: 213
- Joined: Thu Apr 10, 2003 10:23 am
- Location: Wales
Ok, here we go for anyone who wants a look.
In the first version the knights only reanimate from where they died (unless you moved the whole lot quickly).
In the second any complete piles will reanimate! (Although I hit a problem which I think made it neccesary to make the knight have two different types of sword, which means you need one of each type to have a pile that will reanimate.)
There could be bugs....
Armour on the floor can be seen to move a little on the floor, maybe there's a way round that but I put it down to the cursed armour trying to reanimate!
.Txt and .Rtc included.
http://www.shop4glasses.co.uk/Reanim1.zip
http://www.shop4glasses.co.uk/Reanim2.zip
In the first version the knights only reanimate from where they died (unless you moved the whole lot quickly).
In the second any complete piles will reanimate! (Although I hit a problem which I think made it neccesary to make the knight have two different types of sword, which means you need one of each type to have a pile that will reanimate.)
There could be bugs....
Armour on the floor can be seen to move a little on the floor, maybe there's a way round that but I put it down to the cursed armour trying to reanimate!
.Txt and .Rtc included.
http://www.shop4glasses.co.uk/Reanim1.zip
http://www.shop4glasses.co.uk/Reanim2.zip
Last edited by TheMormegil on Sat Apr 08, 2006 6:29 pm, edited 1 time in total.
- cowsmanaut
- Moo Master
- Posts: 4380
- Joined: Fri Jun 30, 2000 12:53 am
- Location: canada
- linflas
- My other avatar is gay
- Posts: 2445
- Joined: Tue Nov 04, 2003 9:58 pm
- Location: Lille, France
- Contact:
ah.. finally after several days of reading/testing/re-reading/re-testing/... i can finally understand all this : thanks for the example TheMormegil 
this is the kind of post i'd like to see more often in 'RTC editing' .i.e tutorials !
questions : i haven't seen the default lifetime value for the torso in the editor. if it's somewhere, where is it ?
oh btw, you need to edit the second link..

this is the kind of post i'd like to see more often in 'RTC editing' .i.e tutorials !
questions : i haven't seen the default lifetime value for the torso in the editor. if it's somewhere, where is it ?
oh btw, you need to edit the second link..
- TheMormegil
- Adept
- Posts: 213
- Joined: Thu Apr 10, 2003 10:23 am
- Location: Wales
- Sophia
- Concise and Honest
- Posts: 4307
- Joined: Thu Sep 12, 2002 9:50 pm
- Location: Nowhere in particular
- Contact:
Your implementation has the same glitches mine does, really. The main bug is due to the nature of SWAP_LOCAL-- if you put the armor in a line, the chain will be able to trigger, but by the time the last item is triggered, the first will be too far away to be swapped out of the way.TheMormegil wrote:There could be bugs....
It also has the moving armor, of course, but that actually looks kind of cool.

Also, I don't think CLOTHES_REANIM_NOTHING is necessary. You can freely swap to NULL.
Since you never posted any questions or comments, how was anyone to know you didn't understand? I would've gone into more detail-- I just didn't think anyone cared.linflas wrote:ah.. finally after several days of reading/testing/re-reading/re-testing/... i can finally understand all this :