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Damager tiles
Posted: Wed Dec 22, 2010 9:32 pm
by PaulH
Never realised that these affected monsters too! Is going to cause me many a problem, is there any work around ie improving a monsters secondary stats to effectively null it?
Re: Damager tiles
Posted: Wed Dec 22, 2010 10:09 pm
by beowuuf
I thought you could choose to activate/deactive the tile, so you just have it deactivated with a player weight pad?
Re: Damager tiles
Posted: Wed Dec 22, 2010 10:18 pm
by PaulH
Not sure how that stops monsters from being affected as they walk on them?! May have misunderstood you lol.
Basically I have an area of water which will drown you if you walk in/on it without the correct item - the correct item will turn off the damager as long as the team carries that object.
Re: Damager tiles
Posted: Wed Dec 22, 2010 10:39 pm
by beowuuf
Have the damage only activate if the player walks on them (so the pad is deactivated as normal). Have the player weight activation signal route through a counter. Have the second input to the counter be the party holds the water breathing item, that increments the counter.
So if a monster walks along, nothing happens, when the party does, the damager is turned on, if the party have the item, then the item signal deactivates the party weight activation.
Not sure if the timing will work out ok but that would be the way I would try it.
Re: Damager tiles
Posted: Wed Dec 22, 2010 10:44 pm
by PaulH
Yes, I think that could work!
Re: Damager tiles
Posted: Thu Mar 10, 2011 1:44 pm
by Lord_BoNes
Put up a
tutorial on how to do this today...
