View Single Post
Old 03-25-2009, 06:21 PM   #4
SilentThief
Symbol of Cyric
 
Burger Time Champion
Join Date: September 10, 2001
Location: USA
Age: 49
Posts: 1,301
Default Re: Simulation of darkness in dungeons

The problem comes in the transfer from day to nite. Currently, there is no way to use a "variable" in a teleport (or other event, and this is one of the reasons I put a request to be able to). For example, if you have a grid that is 10x10 you need a set of events to determine the daylight/darkness for EACH AND EVERY STEP as well as teleports for EACH AND EVERY STEP. You would have to, at the minimum; set up a test for and teleport for every location that you could enter. With a 10x10 grid, you have to chain 100 events that are teleport only. SquareX,Y coordinates like this: 0,0 0,1 0,2
ect all the way up to 9,9.

I was trying to figure a way to do something similar to this and ran into this problem. Here is an idea I came up with that may work better: Set up the "autodarken" with the darkness time to be between the hours of 23:00 and 0:00 only, and use a quest to count the daylight hours. If the desired condition is darkness, then auto-adjust the time to 23:00 hours. If the desired condition is light, adjust the time to 1:00. And after leaving the dungeon, update (auto-adjust the time) with the quest value.

This way, if your torch burns out, the time is set to the darkness time and it gets dark. If its dark, and you use an item (torch) or a spell (light) then it adjusts the time to the light time. When you leave, the time (that makes no sense while the party is in the dungeon) is corrected.

ST
ps, I wouldn't mind writing out each and every script (cut and paste style) and step for how to do this if anyone wants.
__________________
http://www.wilhelmscream.net/

Last edited by SilentThief; 03-25-2009 at 06:24 PM.
SilentThief is offline   Reply With Quote