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Posted: Mon Apr 24, 2006 4:13 pm
by Lunever
Another one: Can the engine allow Ful-bombs and Ven-bombs to detonate when on a tile where an explosion like that from a fireball or Ful-bomb takes place?
Posted: Mon Apr 24, 2006 4:21 pm
by George Gilbert
Yes - you can do this already with V0.37
(on explode, cause an action of convert local of ful bombs to fireballs)
Posted: Mon Apr 24, 2006 4:58 pm
by Lunever
Yes, but like a dungeon mechanics solution for auto-pick-up-missiles, a dungeon designer would need to integrate this mechanism into every tile, or can general default properties for all tiles also be set?
Posted: Mon Apr 24, 2006 5:26 pm
by George Gilbert
Lunever wrote:can general default properties for all tiles also be set?
Yes!
Also, and actually what I was suggesting, is that you set one of the properties of all fireballs, namely that when they explode and nearby ful-bombs turn into fireballs.
I strongly recommend that you have a look at the example dungeons that came with RTC V0.37 (in particular have a play through the "advanced actions" dungeon) to see what can be done with the latest RTC engine. I think you'll find its alot more powerful than you think it is...
Posted: Mon Apr 24, 2006 6:13 pm
by beowuuf
Look at the actions list lunever - you can either get items to directly use this property, or you can create attacks that would target say a cloned relay/trigger with a unique name to generate these actions
For example attack_explode would activate all relay_explode relays (but you only create one) and it would convert a monster to a fireball cloud.
You can create quite complex chains of events - especially since items can expire after a set time with an action, or break with a certain action, or die with an action...and that action could be, as said, to then generally invoke a new type of item.
For example, on death of 'head vamp' you could have 'convert lower_vamp to ashes! Anywhere in the dungeon!
Posted: Mon Apr 24, 2006 7:18 pm
by Lunever
Cool, so if properly done the resulting spell detonation would even match the realtive strength of the bomb involved.
Sorry if I sometimes ask for things that have already been done, but until very recently I was viewing things rather from a test player's and not from a dungeon designer's perspective. Only when the difficulty-nourishment issue had been solved by Goerge I got back into RTC after long absence, and now I'm getting more interested in dungeon mechanics themselves from the dungeon designer's point of view - which also means that I have missed one or another developement, but I'm sure I will catch up some time.
Since I am not yet really into designing my own dungeons (but that will happen, it's only a questions of time) - please forgive me when I'm making once more suggestions for the existing dungeons from the perspective of a player who wants to have certain settings as default in order to stay compatible to the gHoF. Can this explosion behaviour please be integrated into the RTC-DM dungeon (but of course not in O-DM)? Maybe even the quiver Sophia has created? Maybe even the auto-pick-up as described by Sophia in response to my suggestions?