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HELP: how to start a gobelin out torn?

Posted: Mon Oct 22, 2012 1:12 pm
by Komag
I don't know how to normally set up a gobelin to be torn when starting the dungeon.

I have successfully set up a spawner to fire a fireburst at it at dungeon start, but that seems a ridiculous solution! I suppose damageTile would also work in like manner.

Is there some other setting or script command I should use?

Re: HELP: how to start a gobelin out torn?

Posted: Mon Oct 22, 2012 1:20 pm
by Phitt
Couldn't you simply define a new decoration object pointing to the torn gobelin model/texture? Or do you want the player to 'repair' the gobelin somehow?

Re: HELP: how to start a gobelin out torn?

Posted: Mon Oct 22, 2012 1:22 pm
by Komag
no repair tricks or anything, just wondering if there is a straightforward way to set it torn without "trickery". I suppose a custom defined torn item might be the best way

Re: HELP: how to start a gobelin out torn?

Posted: Mon Oct 22, 2012 2:02 pm
by YpsiNine
One solution is, if you don't want to make a new model:

If you have a party starting script (like giving items etc.) you can just add a line that damages the tile infront of where the gobelin is, with the facing towards it.

For example like this:
damageTile(party.level, tile.x, tile.y, tile.facing,00000000,"physical",10)

Re: HELP: how to start a gobelin out torn?

Posted: Mon Oct 22, 2012 2:06 pm
by Komag
Yes, I'm sure something like that would work, but I would have to set the script for each item I place with unique ids.

I opted for the custom object - I defined it as a Decoration, and this also solves the problem of not hearing the "hit wall" sound when attacking a normally torn gobelin