Lutefisk Mafia
Inscrutable Enforcer
Oops. Improvements don't have the "impassable" tag in the XML. Does anybody know of a workable way to make an improvement impassable?
Personally I tend to just place events on the other side of the door to make it nastier on the person if they broke through than if they solved the puzzle I laid out for them![]()
Of course the other possibility would be to create additional features called "South Facing Door -- Locked," "South Facing Door -- Jammed," etc.
This would bloat the feature count by eight (to get all the NSEW facings), but would be easy. These new features could have the bImpassable tag set to 1, and interact differently with the various methods of unlocking doors.
Any feedback on this? Am I making a big mistake by adding lots of features?
Okay -- different tack:
Didn't there used to be spells in FfH2 that allowed you to select a specific tile for the effect to take place? Sort of a targetable spell?
Can anyone point me to a good source for the python for that type of thing?
I could reconfigure my doors so that there is a new spell called "open door." Casting on a regular door would change it to an "open door" and play the sound. But I would need to make it a "select one tile for effect" type of spell or it won't work the way I want it to.
Then I would be able to use "locked" and "jammed" improvements to refine the effects and get the whole scheme to work.
Yes, but this functionality was not implemented when FfH was converted to BtS. You can probably still borrow the code from .23, but it could be tricky since there were some major schema changes. Spells were mostly handled through python at that point. Also, the "spell interface" could get pretty buggy and freeze up.
Of course the other possibility would be to create additional features called "South Facing Door -- Locked," "South Facing Door -- Jammed," etc.
This would bloat the feature count by eight (to get all the NSEW facings), but would be easy. These new features could have the bImpassable tag set to 1, and interact differently with the various methods of unlocking doors.
Any feedback on this? Am I making a big mistake by adding lots of features?
<bDisplayWhenDisabled>[U]1[/U]</bDisplayWhenDisabled>
<bDisplayWhenDisabled>[U]0[/U]</bDisplayWhenDisabled>
I'd still like for some doors to not be openable without keys, but would it be possibly to make failing (either crittacally or not) trigger any traps set on the tiles, and have opening it or picking it remove all traps on the tile?
Yes, now that the basic scheme is working adding features like that would be possible.
The special door could be implemented with an improvement. The normal door code would not allow for picking unless the player had a special key promotion -- and the pick chance would be set at 100%.
Critical failure could spawn a one-use trap unit that would trigger on the player and then disappear.
These are all possible, I think. I don't know that I will implement them in the first release, but they could be possible later refinements.