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Posted: Fri Apr 07, 2006 4:12 am
by cowsmanaut
I would still like to see the cursed armor come back if left all in one pile for too long.. I always throught that's what happened.. but I was proven wrong.
Posted: Fri Apr 07, 2006 7:07 am
by Sophia
That can probably be done...
What a wonderfully fiendish idea

Posted: Fri Apr 07, 2006 7:27 am
by TheMormegil
Wouldn't it be a bit tricky without knowing where the knight was going to die?
Posted: Fri Apr 07, 2006 8:10 am
by beowuuf
Hmm, you want the armour to have a looooooooooong expiration date, and on expiry it counts a counter down. Counter reduced to zero generates knight. Have it picked up from the square (floor pads there) and it swaps the armour_cursed for normal 'cursed' armour with a swap?party?
Posted: Fri Apr 07, 2006 10:37 am
by TheMormegil
Have it picked up from the square (floor pads there)
Thats what I mean...you need pads everywhere that the knight might be killed. As far as I can see anyway. Would be happy to be shown otherwise, wouldn't be surprised if there is a better way to do it now.
Posted: Fri Apr 07, 2006 10:57 am
by beowuuf
Have it drop pads is what i mean, the problem being you could not do the counter on the fly, as the only way to activate one currently would be to activate a cloned counter type. So you could have a finite amount of them placed - maybe special knights only
Posted: Fri Apr 07, 2006 11:51 am
by beowuuf
actually, the above is crap, there is a much better way someone came up with...
Posted: Fri Apr 07, 2006 1:12 pm
by Gambit37
What happens if the player wears some of the armour, but leaves some behind, or simply moves some of it to another tile?
Seems tricky to me.
Posted: Fri Apr 07, 2006 1:44 pm
by beowuuf
if it's not a full undisturbed set i think the curse shouldn't happen
if this were csbwin and the player wore a full set i'd kill him, animate the armour and stuff his bones inside the critter
Posted: Fri Apr 07, 2006 2:11 pm
by George Gilbert
beowuuf wrote:if this were csbwin and the player wore a full set i'd kill him, animate the armour and stuff his bones inside the critter
I think that you can do all of that in RTC too!
Posted: Fri Apr 07, 2006 2:35 pm
by beowuuf
you can't detect who is wearing the armour out of the party yet, can you? If so, then yes, you could do it i think!
Posted: Fri Apr 07, 2006 3:29 pm
by George Gilbert
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

)
Posted: Fri Apr 07, 2006 3:33 pm
by George Gilbert
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!
Posted: Fri Apr 07, 2006 3:34 pm
by beowuuf
zyx already has done stealing to great effect in conflux - would be a cool property!
Posted: Fri Apr 07, 2006 3:35 pm
by Gambit37
George Gilbert wrote:I think that you can do all of that in RTC too!
Really? Wow, I haven't paid much attention to the new actions yet -- if so, that's seriously impressive!
It's 2:30pm, I got three hours sleep last night (

) and have just had a massive italian lunch and a beer and have a peculiar sensation of needing to sleep instead of building some crappy html email newsletter.
Posted: Fri Apr 07, 2006 7:52 pm
by Sophia
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.
Posted: Fri Apr 07, 2006 7:57 pm
by beowuuf
told you it was elegant...well, except for the bug i guess...
And lol gambit, sounds like an interesting day
Posted: Sat Apr 08, 2006 4:45 am
by TheMormegil
Ah yes very good.
A possible bug with the solution - if you take the torso plate after it has triggered the footplate, you have disturbed the set of armour but the armour 'won't know'.
Posted: Sat Apr 08, 2006 5:00 am
by Sophia
That actually isn't a problem. By setting the expiration times to -1, the entire chain is executed in a single frame-- there's no chance to interrupt it.

Posted: Sat Apr 08, 2006 5:11 am
by TheMormegil
Ah, you only have 60 ticks on the first item, of course.
*Tips hat to Sophia* well I think that answers the threads question completely then.

Posted: Sat Apr 08, 2006 10:33 am
by cowsmanaut
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
Posted: Sat Apr 08, 2006 10:36 am
by cowsmanaut
actually.. here's the deal. if you can do this with the knights.. and make it work. I will make a new set of knight images to go with it. If that's any kind of incentive..

Posted: Sat Apr 08, 2006 10:40 am
by beowuuf
She's done it already - basically as long as a full set of armour is lying on a tile, it will change into a knight. If you scatter it, it doens't.
So you owe sophia some graphics (which I'm sure she will be pleased about) : )
Posted: Sat Apr 08, 2006 11:05 am
by Gambit37
Tis really very cool -- can't wait to try out some of these clever new actions. RTC rocks ass! Or something.
Posted: Sat Apr 08, 2006 2:23 pm
by TheMormegil
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
Posted: Sat Apr 08, 2006 3:57 pm
by cowsmanaut
ok.. knight gfx coming up..
Posted: Sat Apr 08, 2006 4:19 pm
by linflas
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..
Posted: Sat Apr 08, 2006 6:16 pm
by beowuuf
It's in the 'other' section i think, it's a number along the bottom along with item strength, etc
You can also assign a lifetime on the fly to an individual item if i read the editor right when you add it
Posted: Sat Apr 08, 2006 6:34 pm
by TheMormegil
Oops, second link is now what it should be.
The default lifetime is, as beo says, in the 'other' section.
For the torso plate it is set to 60, i.e. 10 seconds.
Posted: Sat Apr 08, 2006 8:31 pm
by Sophia
TheMormegil wrote:There could be bugs....
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.
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.
linflas wrote:ah.. finally after several days of reading/testing/re-reading/re-testing/... i can finally understand all this :
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.