activation tile

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Ian
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activation tile

Post by Ian » Wed Jul 24, 2013 7:19 pm

What do you think about an activation tile: If you step on it, it triggers and changes the map.
This would be useful for letting a tunnel collapse, spawning suddenly monsters, landslides(I'm trying to bring Sarumar's idea in the game), having a passageway opened or it gives and actorcondition to the player(lava and swamp tiles hurt the player.)

I'd really like to code this myself but I can't. :(
Last edited by Ian on Sun Jul 28, 2013 5:30 pm, edited 1 time in total.
Mapmaker for Andor's Trail
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Sarumar
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Re: activation tile

Post by Sarumar » Wed Jul 24, 2013 8:00 pm

Ian wrote:What do you think about an activation tile: If you step on it, it triggers and changes the map.
This would be useful for letting a tunnel collapse, spawning suddenly monsters, landslides(I'm trying to bring Sarumar's idea in the game), having a passageway opened or it gives ank actorcondition to the player(lava and swamp tiles hurt the player.)

I'd really like to code this myself but I can't. :(
+1 Maby the best suggestion ever !
Sarumar
..dansing left foot polka with Hirathil

Lvl 313|XP 559721474|Gold 7965188|AP 3/12|AC 516|AD 161-175|ECC 48|CM 6|BC 311|HP 591|DR 2|RoLS 3|RoL 2|ElyR 2|ChaR 45|GoLF 3|ShaF 9|SRoV 28|VSH 13|GoW 1|WMC 1

Tomcat
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Re: activation tile

Post by Tomcat » Wed Jul 24, 2013 9:32 pm

Ian wrote:What do you think about an activation tile: If you step on it, it triggers and changes the map.
This would be useful for letting a tunnel collapse, spawning suddenly monsters, landslides(I'm trying to bring Sarumar's idea in the game), having a passageway opened or it gives ank actorcondition to the player(lava and swamp tiles hurt the player.)

I'd really like to code this myself but I can't. :(
I love this idea, also. I have some ideas on how to specify these within the map file. (E.g. for the spawning, add to the Spawn layer object an attribute named ”activation” whose value equals the name of an Activation object in the Key layer which is placed on the trigger tile(s). But I don't know of that makes for the most efficient coding.
Norbert
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Ian
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Re: activation tile

Post by Ian » Thu Jul 25, 2013 5:32 am

Tomcat wrote:I love this idea, also. I have some ideas on how to specify these within the map file. (E.g. for the spawning, add to the Spawn layer object an attribute named ”activation” whose value equals the name of an Activation object in the Key layer which is placed on the trigger tile(s). But I don't know of that makes for the most efficient coding.
I like your idea about the attribute "activation"! I think, that would be an easy way to code it.
Mapmaker for Andor's Trail
Lvl: 73, XP: 6655552, Gold: 327905, RoLS: -, ElyR: -, RoL: -, ChaR: 1, GoLF: 1, ShaF: 2, SRoV: 1, VSH: 1, WMC: 1, GoW: 1
HP: 58, AC: 260%, AD: 52-62, AP: 3, ECC: -, CM: -, BC: 164%, DR: 1

Tomcat
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Re: activation tile

Post by Tomcat » Thu Jul 25, 2013 9:29 pm

Ian wrote:
Tomcat wrote:I love this idea, also. I have some ideas on how to specify these within the map file. (E.g. for the spawning, add to the Spawn layer object an attribute named ”activation” whose value equals the name of an Activation object in the Key layer which is placed on the trigger tile(s). But I don't know of that makes for the most efficient coding.
I like your idea about the attribute "activation"! I think, that would be an easy way to code it.
I want to start learning my way around the mapping code, to see how this kind of thing night be done.
Norbert
Lvl:52 XP:2597576 AP:12 HP:124 AC:282 AD:30-42 CHS:27 CM:2.0 ECC:18% BC:132 DR:2
Skills: CS:2 IF:2 Ev:3 Rg:1 DgPro:1 1HPro:2 LtAPro:2 FS-DW:2 Sp-DW:1
Equip: FP BSS JoF RoP PRoB SrpHbk GoLF EnhCH EnhCB
Other: DotSP VD GoW FB TG RoD+6 Oegyth:6

Pyrizzle
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Re: activation tile

Post by Pyrizzle » Fri Jul 26, 2013 4:38 am

I had a quest in mind that would use an activation.
You would have to decide wither you want to burn a building down or not...


It's a questline i have been brainstorming for quite some time.
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Player Name:Pyro
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Antison
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Re: activation tile

Post by Antison » Fri Jul 26, 2013 10:43 am

Pyrizzle wrote:I had a quest in mind that would use an activation.
You would have to decide wither you want to burn a building down or not...


It's a questline i have been brainstorming for quite some time.

Pyro wants to burn down a building? ...shocking

Code: Select all

Lv  AP   HP  AC  AD    BC DR CHS CM ECC
134 3/12 215 285 65-75 201 9
58  4/14 131 241 30-43 186 3
52  3/12 150 261 33-42 81  4 59  3.0 29
52  4/12 163 334 30-47 77  3
49  3/12 99  347 40-46 171 1
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Pyrizzle
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Re: activation tile

Post by Pyrizzle » Fri Jul 26, 2013 11:52 pm

Fight the establishment!! Burn down a Feygard Outpost!!!
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Player Name:Pyro
Lvl:24XP:244KAP:2/10HP:80AC: 189%AD:13-21CHS:-6CM: 0BC: 20%DR:2
IF:2Reg:2FSDW:1

May Elythara bless you and light your path!

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Sarumar
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Re: activation tile

Post by Sarumar » Sat Jul 27, 2013 12:13 am

Pyrizzle wrote:
Fight the establishment!! Burn down a Feygard Outpost!!!
:lol:
and the "lord" Geomyr too :twisted:
Sarumar
..dansing left foot polka with Hirathil

Lvl 313|XP 559721474|Gold 7965188|AP 3/12|AC 516|AD 161-175|ECC 48|CM 6|BC 311|HP 591|DR 2|RoLS 3|RoL 2|ElyR 2|ChaR 45|GoLF 3|ShaF 9|SRoV 28|VSH 13|GoW 1|WMC 1

Pyrizzle
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Re: activation tile

Post by Pyrizzle » Sat Jul 27, 2013 12:42 am

This is definitely something that i would love to see in the game.

Being able to change the world around you in slight ways would help to bring Andor's World to life.
---------------------------------------------------------------------------------------

Player Name:Pyro
Lvl:24XP:244KAP:2/10HP:80AC: 189%AD:13-21CHS:-6CM: 0BC: 20%DR:2
IF:2Reg:2FSDW:1

May Elythara bless you and light your path!

---------------------------------------------------------------------------------------

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