Sticky floor

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Monger
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Sticky floor

Post by Monger »

Is there any way to slow down "party" movements? Like walking in water is not so fast than in dry land.
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Grimwold
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Re: Sticky floor

Post by Grimwold »

I think the only way to slow the party down is to somehow make them encumbered (i.e. reduce strength until at least 1 party member has too heavy a load).

An alternative would be to use the onMove and onTurn hooks to make moving fail some percentage of the time or until they've made a number of attempts to leave the square e.g.

Code: Select all

move_attempts=0

function partySlow(party,direction)
  if move_attempts < 2 then
    move_attempts = move_attempts + 1
    return false
  else
    move_attempts = 0
    return true
  end
end
You'd want to build in a check to see if the party is in a "slow" area too, otherwise they would have to make multiple attempts to move everywhere!
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Komag
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Re: Sticky floor

Post by Komag »

A timer might work better, or as an alternative, so players couldn't just quickly double or triple tap the movement keys, so each movement requires one second to have passed or something like that
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Monger
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Re: Sticky floor

Post by Monger »

thx!
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HaunterV
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Re: Sticky floor

Post by HaunterV »

well if you put webs everywhere.
combine the encumberence thing with a timer and a %=successToMove script it could be like the players are covered in webbing.

this would be a very deadly trap if a spider were around... lets see you dance now!
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Komag
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Re: Sticky floor

Post by Komag »

ah, yes, that would be a perfect time for that! (but would have to be careful not to overly frustrate the player)
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thomson
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Re: Sticky floor

Post by thomson »

Komag wrote:have to be careful not to overly frustrate the player
Nonsense! Those players are sent to dungeons for a reason. They need to suffer ;-)
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HaunterV
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Re: Sticky floor

Post by HaunterV »

thomson wrote:
Komag wrote:have to be careful not to overly frustrate the player
Nonsense! Those players are sent to dungeons for a reason. They need to suffer ;-)
you could just have fireburst spell clear out the webs. or a potion that turns off the scripting in that area or a set of boots.
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SpiderFighter
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Re: Sticky floor

Post by SpiderFighter »

I have a similar request. I need the player to "sneak" past a group of ogres...maybe 1 tile every 3 seconds. If they go any faster, it will trigger the ogres to attack (by opening grating and deactivating blockers. I've been using Grim's script as a base, but I can't get it to work the way I want it to. I'm sure it must be possible using plates and timers, but I think I've been bashing my head against the wall for so long, that I can't see the (probably) simple solution. Can anyone please point me in the right direction?
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msyblade
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Re: Sticky floor

Post by msyblade »

Hmm, good one spidey. Got me thinkin hard enough to bang my head even. I know you could do it scripting, with 3 second timers spawning plates with connectors that MAKE a blocker and close door after 3 seconds,and destroy initial trap plate. But theres is likely an easy solution using timers and counters. Hmmm, like every 3 seconds, a timer increments a counter that sets off the trap. If u go after 3 seconds the timer increments the counter to 2, then when the player steps, it wont trip. But before the 3 second timer goes off, counter is at 1 and boom! will that work?
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