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#1 |
Symbol of Cyric
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Since I couldn't find where on the sourceforge page (they changed it since I last posted any), I thought I'd post a request for feature here.
We have the ability to play sound when someone moves thru a wall (like a door open/close sound effect or bushes shaking when you pass thru), what would be a nice touch is the ability to put an event upon pass thru wall. I think this as a useful feature, even though we have step events, zone events, item events, rest events, ect ect. Reason: you could do something like the walls of fire that FRUA had with the original release, and if you walked thru one it could run a damage event. Now sure you could place an event, but what if the entire level was done with the fire walls? I mean, you would have to have a very detailed and structured set of events (and triggers like facing and do as attempt to enter) to get every step thru wall to fire off properly. I just envision this being another way to simplify mod design. ST ps, I realize this is an expansion and hence it'll be added to the "post v1.0" list, but please consider it.
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#2 |
Dungeon Master
![]() Join Date: February 25, 2008
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The walk-through-flaming-walls was also present in Dark Queen of Krynn, so it seems to be another feature gone the way of underwater combat.
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#3 |
Drow Warrior
![]() Join Date: July 8, 2003
Location: Madison, Wisconsin
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#4 |
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In FRUA you could hack underwater combat into a design but all combat would have to be underwater, as the hacks would apply in every combat.
You can have something triggered by arriving on the square that lies on the other side of a wall. But you could arrive on that destination square from as many as four other departure squares. Thus there is no guarantee that you arrived on a destination square by walking through a wall. You really do need a wall event, especially if a type of wall always calls the same event. Edit: If DC has a facing direction event, unlike FRUA, that could avoid the problem with four possible squares leading to the departure square. But it is simpler if the wall contains the event rather than having to manually place each event. Recreating the Tower of Flame from DQK would be a minor hassle. Last edited by Shadow Stranger; 04-23-2010 at 03:51 AM. |
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#5 |
Jack Burton
![]() Join Date: July 13, 2001
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DC does have a "facing direction" trigger.
![]() Now mind you that I'm speaking as a fellow designer here and not as the project admin, but I don't see how a wall event is easier... You still have to define the event in the wall editor. If you want the same event every time (which I presume you do) you can just copy and paste the event in the event editor, which is about as easy as it gets. ![]() I think if we start hiding events around in different spots in the eidor, it makes it more difficult for new users and for the developers. |
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#6 | |
Symbol of Cyric
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You could place the defining in the event editor and make check-boxes with which you can mark "event happens when moving through wall 1, 2, 3" and so on (similarly to the way how zones and step events are handled...). However, although I see ST's and Shadow Stranger's points and would appreciate a "wall event", too, I really would not put effort into this idea until 1.0 is finished.
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#7 | |
Jack Burton
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![]() But like I said, someone should go ahead and add this as a request for when we're finally doing them. ![]() ![]() ![]() |
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#8 |
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I submitted a request.
Obviously you would need a central interface for all events whether they are called by walls or the usual way. That way you can keep track of all events affecting a given square. |
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#9 |
Jack Burton
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That's a good point, Shadow Stranger. We would probably (at least on the developer's side) need to have an idea about which events take priority in case say wall, zone and regular event chains all happen on the same cell.
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#10 |
Symbol of Cyric
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yeah, there is some kind of logic to the ordering of events now, IIRC like this:
(and someone who knows more about this can correct me if I'm wrong) an event happens if party attempts to enter first then zone (step event) then placed events happen Theoretically, you could have ill-planned event chains that you never even thought of with this. Like a three combat chain back-to-back-to-back. If the "wall event" ever becomes reality, then I figure that it would change the order to this: wall event then an event happens if party attempts to enter then zone (step event) then placed events happen but again, I realize that we're rapidly approaching version 1.0 and this is not a requirement or priority so this is again just conversating. (but it would make a nice addition ![]() ST
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