![Cool 8)](./images/smilies/icon_cool.gif)
****** SPOILERS TO MY NEW DUNGEON AHEAD!! ***********
I designed a complex way to summon a fifth character in the game to help you solve some difficult situations, for example:
- Long corridor with huge fireball shooters at the end and a black door with no lock or button. The shooter is activated by any tile of the corridor. there is absolutely no chance to survive.
- on the other end of the corridor, the party can summon the spirit of a friendly mage by laying the mage's gem on the floor in front of you and using the mage's wand. The mage will appear and tell you via wall speech that he will (as being ghostly...) go to the other end, open the door and destroy the shooter. (You can actually see him walk down and hear him open the door!).
This is established by a huge chain of triggers and stuff, you can imagine.
Now the problem I have (and you see after all that cool stuff, I'm not willing to sacrifice this thing to game mechanics) is: the chain starts by activating a trigger with a newly made attack method, that activates only the specially made mage trigger, that being activated by the mage's gem.
IF the party uses the wand somewhere else the trigger is activated also. And that is a problem because then the gem will instantly having the mage appear without having to use the wand!
Do you think there is another possibility to solve this more elegantly? Problem is also the wall speeches have to be exactly near the party, otherwise you won't see it.