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Sticky floor

Posted: Tue Nov 27, 2012 9:42 am
by Monger
Is there any way to slow down "party" movements? Like walking in water is not so fast than in dry land.

Re: Sticky floor

Posted: Tue Nov 27, 2012 11:43 am
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!

Re: Sticky floor

Posted: Tue Nov 27, 2012 12:30 pm
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

Re: Sticky floor

Posted: Tue Nov 27, 2012 1:10 pm
by Monger
thx!

Re: Sticky floor

Posted: Tue Nov 27, 2012 4:00 pm
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!

Re: Sticky floor

Posted: Tue Nov 27, 2012 4:19 pm
by Komag
ah, yes, that would be a perfect time for that! (but would have to be careful not to overly frustrate the player)

Re: Sticky floor

Posted: Tue Nov 27, 2012 5:32 pm
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 ;-)

Re: Sticky floor

Posted: Tue Nov 27, 2012 7:12 pm
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.

Re: Sticky floor

Posted: Mon Mar 18, 2013 11:28 pm
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?

Re: Sticky floor

Posted: Mon Mar 18, 2013 11:56 pm
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?