Feather Fall, custom conditions, etc
Posted: Thu Oct 11, 2012 12:48 pm
I figured other people might get some use out of this. I constructed a feather fall effect that negates damage on falling when up.
The effect requires three things:
- You have to clone the party object in init.lua for the dungeon, and override the onMove and onDamage hooks:
This refers to a scripting object var_storage that must exist somewhere in your dungeon. Every time the party moves, it decrements the duration of their feather fall (you could just as well tie this to a timer to make it realtime). Furthermore, it stores the party's current dungeon level in a global variable in the storage object. When the party falls, their level changes before they take damage, but after onMove is called, so if the stored level and current level are different in onDamage, we know that we've taken damage due to falling down a pit (ostensibly this would also detect coincidences like falling into a fireball or something as falling damage, so there's a small chance it creates some spurious behavior).
Now, place a scripting object called 'var_storage' somewhere in the dungeon, with the following code on it:
This scripting object carries global variables indicating whether the party is under the feather fall effect or not, as well as the last level. Since they're global they should be saved, so feather fall will persist across save/load. You must call var_storage.set_feather(15), for example, in order to give the party the feather fall effect (for instance from a potion use script or a spell script, or if the party interacts with a particular fountain or whatever). That would last for 15 steps, and display a message when the effect ended.
In principle this setup could be used to create any number of custom conditions or persistent spell effects. I'm not sure yet how to give graphical feedback for the effects, but ostensibly you could do something with creating a light source with particle system and move it with the party so long as the effect is up, then destroying it when the effect ends. I think it'd be weird with teleporters and pitfalls though, since there you move after onMove is done.
The effect requires three things:
- You have to clone the party object in init.lua for the dungeon, and override the onMove and onDamage hooks:
Code: Select all
cloneObject {
name = "party",
baseObject = "party",
onMove = function(party, dir)
var_storage.set_last_level(party.level)
var_storage.decrement_feather()
return true
end,
onDamage = function(champion, dmg, dmgtype)
if party.level ~= var_storage.get_last_level() then
if var_storage.get_feather() then
-- Feather fall
return false
end
end
return true
end
}
Now, place a scripting object called 'var_storage' somewhere in the dungeon, with the following code on it:
Code: Select all
last_level = 1
feather_fall = false
feather_dur = 0
function set_feather(dur)
feather_fall = true
feather_dur = dur
hudPrint("You feel lighter.")
end
function decrement_feather()
if feather_fall == true then
feather_dur = feather_dur - 1
if feather_dur <= 0 then
feather_fall = false
hudPrint("You feel heavier.")
end
end
end
function get_feather()
return feather_fall
end
function set_last_level(lev)
last_level=lev
end
function get_last_level()
return last_level
end
In principle this setup could be used to create any number of custom conditions or persistent spell effects. I'm not sure yet how to give graphical feedback for the effects, but ostensibly you could do something with creating a light source with particle system and move it with the party so long as the effect is up, then destroying it when the effect ends. I think it'd be weird with teleporters and pitfalls though, since there you move after onMove is done.