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Hit nonmaterial object

Posted: Thu Feb 22, 2007 2:51 pm
by Tonari
Can option of "hit nonmaterial" be given to object?
It is in DMjava.
Arrow that hits nonmaterial will be able to be made if this is.
Clone of DES EW has an effect different from the arrow.

Posted: Thu Feb 22, 2007 3:02 pm
by Ameena
I've never tried DM Java so I have no idea what the editor is like, but perhaps if you take a look at what damage-type the Vorpal Blade has, or something, you'll be able to use that...?

Posted: Thu Feb 22, 2007 3:16 pm
by Tonari
Sorry, It is not melee attack.
It is time when it threw out object to the monster.
When Vorpal Blade is thrown out to ghost in DM Java, it is hit.

Posted: Thu Feb 22, 2007 3:23 pm
by Ameena
Ahh, well, was worth a guess. Sorry, can't actually help but thought I'd throw in that as a suggestion anyway ;).

Posted: Thu Feb 22, 2007 3:40 pm
by Parallax
It's got to be possible. Surgical Strike had vorpal arrows. I'm not quite sure how, though.

Posted: Thu Feb 22, 2007 6:38 pm
by beowuuf
Because Sophia is a twisted genius? Actually, there are now really nice mechaincs in place, I believe, that make them very easy - the vorpal arrows came about before they existed, but I am sure it was said it would now be easier

Posted: Thu Feb 22, 2007 6:43 pm
by linflas
a special arrow may be converted to des-ew cloud when hitting a monster.. dunno if this condition can be applied to an object ..
or an action of "THROW" for a special arrow that in fact, casts a DES-EW spell that looks like an thrown arrow..

Posted: Thu Feb 22, 2007 7:15 pm
by George Gilbert
linflas wrote:an action of "THROW" for a special arrow that in fact, casts a DES-EW spell that looks like an thrown arrow..
That's how I'd do it...

Posted: Fri Feb 23, 2007 1:59 am
by beowuuf
Isn't there now a way to interceppt a hand-thrown item (as this would not have des ew properties)

Posted: Fri Feb 23, 2007 7:52 am
by Tonari
There might be some methods of using DES EW.
However, DES EW and arrow have a different working. I must write first.
When DES EW cloud is generated, all nonmaterial on the tile is damaged.
But arrow should hit an one monster.
The damage of DES EW is decided by the charge with item or strength of action.
However, it is necessary to decide the damage of arrow by Weight, Ninja level and DEX of character, and Performance of bow.
Therefore, the one that DES EW was used is magic that looks like the arrow well.

Posted: Fri Feb 23, 2007 8:01 am
by Lunever
Indeed introducing a nonmaterial flag might be worthwhile.

Posted: Fri Feb 23, 2007 10:59 am
by George Gilbert
Beowuuf wrote:Isn't there now a way to interceppt a hand-thrown item (as this would not have des ew properties)
Yep - there's a "convert when thrown" property for objects. Clone an arrow and give it that property so that it converts to a clone of a des ew spell (with graphics that look like an arrow). It will then fly through the air and hit non-material beings.
Tonari wrote:The damage of DES EW is decided by the charge with item or strength of action.
However, it is necessary to decide the damage of arrow by Weight, Ninja level and DEX of character, and Performance of bow.
That's all taken care of already. When the convert when thrown action is performed, the strength of the "spell" is determined by the speed of the item that was thrown (i.e. it takes into account the weight, ninja level, dex and bow).

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Granted - a non-material flag for objects would be much easier to use though! Just be aware that the RTC engine is already extremely flexible - as Sophia has shown you can get a wide range of interesting effects using the existing mechanics.

In some cases, you'll get a better result (in terms of inducing awe from those that play the game) from perverting the engine. For example, doesn't it impress you more that Sophia's dungeon exists already rather than playing it if you knew that a non-material flag existed?

Posted: Fri Feb 23, 2007 4:59 pm
by Parallax
Tonari's point that the DES EW cloud on impact would affect every monster on the tile still stands though, and it's a pretty big caveat.

Is there a known way around this, short of restricting the monsters to one per tile?

Posted: Sat Feb 24, 2007 3:23 pm
by Tonari
The specification concerning damage is good.
It might be perfect if this idea is applied.
George Gilbert wrote:In some cases, you'll get a better result (in terms of inducing awe from those that play the game) from perverting the engine. For example, doesn't it impress you more that Sophia's dungeon exists already rather than playing it if you knew that a non-material flag existed?
I was making the mechanic who had the same effect as SOUND LOCALISED by using the clone of item and TELEPORTER with RTC0.34.
Now since SOUND LOCALISED is introduced, everyone can sound the sound in an easily arbitrary timing and place.
However, will be able a more interesting, in case of use SOUND LOCALISED devising it more technical way to sound the sound. :wink:

Posted: Mon Jan 21, 2008 3:59 am
by lichathius
linflas wrote:a special arrow may be converted to des-ew cloud when hitting a monster.. dunno if this condition can be applied to an object ..
or an action of "THROW" for a special arrow that in fact, casts a DES-EW spell that looks like an thrown arrow..
Iread this thread and thought i would have a go at this item
this is what i came up with:

ADD MISSILE_ARROW_VORPAL CLONES=(MISSILE_ARROW) NAME=(VORPAL ARROW) CONVERT_THROW=(NEW_OBJECT:DUNGEON_VORPALARROW)
ADD DUNGEON_VORPALARROW CLONES=(DUNGEON_SPELL_DESEW) NAME=(vorpalarrow) ICONS=(BITMAP_ICON_MISSILE_ARROW,NULL) BITMAPS=(FLYING_FROM:BITMAP_FLYING1_ARROW,FLYING_TO:BITMAP_FLYING2_ARROW,FLYING_SIDE:BITMAP_FLYING3_ARROW)

only problem was the arrows explode in your face, if anyone can figure out how to make them move before they explode then you will have your answer

Posted: Mon Jan 21, 2008 8:55 am
by linflas
never tried that actually but maybe there's a "lifetime" property missing for your DUNGEON_VORPALARROW ?

Posted: Mon Jan 21, 2008 4:15 pm
by zoom
as a side note>
should a thrown vorpal blade damage ghosts ?

Posted: Fri Jan 25, 2008 9:52 am
by Lunever
Good thought!