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Caravel Forum : DROD Boards : Feature Requests : Character Placement
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Citrus
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icon Character Placement (+1)  
I'm building a series of rooms where Beethro, a Citzen 2 character, and a slayer character team up and fight together. The one problem with scripting this is that characters move after enemies. Could we have an option so that if we want some characters to move before the monsters, it's possible? It's just hard to explain why Mr. Slayer killed the mud mother but it still grew.

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06-27-2006 at 09:16 PM
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Chaco
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icon Re: Character Placement (0)  
So? Put the mud mother a few squares further away so you kill it after the spawn. :)

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06-28-2006 at 02:38 AM
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Citrus
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icon Re: Character Placement (0)  
I know, but it's still kinda odd. Also, mimic characters trigger trapdoors, but slayer's dont. I don't know, I just want more options!

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06-28-2006 at 02:44 AM
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Kevin_P86
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icon Re: Character Placement (0)  
The DROD 2.0 source is available... :)

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06-28-2006 at 04:10 AM
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eytanz
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icon Re: Character Placement (0)  
Characters act like the non-character version as far as possible. That means move order and whether they drop trapdoors or not. While there are story purpose uses for characters that act differently, it could be problematic if people start using them in puzzles.


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06-28-2006 at 06:02 AM
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Briareos
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icon Re: Character Placement (0)  
Kevin_P86 wrote:
The DROD 2.0 source is available... :)
So in the end he'll have to supply his own DROD executable with the hold? I'm not so sure it's a good idea to fork the code over this... :D

Also, I'm not sure Ezlo is proficient enough in C++ to hack away at the code - having the code is nice, but you can't expect everyone and his dog to be able to handle it.

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[Last edited by Briareos at 06-28-2006 07:50 AM]
06-28-2006 at 07:49 AM
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Citrus
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Yeah, C++ is not a language I know. I only know one language, and that's English!

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06-28-2006 at 01:37 PM
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gamer_extreme_101
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icon Re: Character Placement (+1)  
Ezlo wrote:
I know, but it's still kinda odd. Also, mimic characters trigger trapdoors, but slayer's dont. I don't know, I just want more options!
My guess is, looking at both the mimic and Slayer code, you should get the source, and add the following lines to Slayer.cpp:
ASSERT(dx || dy);
if (bWasOnTrapdoor)
	this->pCurrentGame->pRoom->DestroyTrapdoor(this->wX - dx,
		this->wY - dy, CueEvents);
Compile it, and you would then have a build of DROD where the Slayer drops the trapdoors. Ba-da-bing, ba-da-boom.

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06-29-2006 at 07:38 AM
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skell
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icon Re: Character Placement (0)  
And then send this compiled version together with your hold. I think it will be good if there will be some kind of Function in scripts like "Invincibility" but it should be "Drop Trapdoors". Until you put it in some strange and crucial there won't be anything wrong about this.

ps. Gamer_Extreme, I always wanted to tell you that your avatar is incredibly amazing:).

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[Last edited by skell at 06-29-2006 08:41 AM]
06-29-2006 at 08:32 AM
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Briareos
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icon Re: Character Placement (0)  
skell wrote:
ps. Gamer_Extreme, I always wanted to tell you that your avatar is incredibly amazing:).
Too much sniffing glue can't be healthy, though... :D

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06-29-2006 at 08:56 AM
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Krishh
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icon Re: Character Placement (0)  
Though I have to say that the excerpt in his avatar, alone and out of context, is much funnier than the whole original comic.
06-29-2006 at 12:09 PM
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Tahnan
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icon Re: Character Placement (0)  
Ezlo wrote:
I know, but it's still kinda odd. Also, mimic characters trigger trapdoors, but slayer's dont. I don't know, I just want more options!

The problem with more options, as eytanz alluded to above, is that it increases the unpredictability for players. (Go ahead, ask me what I think of monster-placement-order puzzles.) If, entering a room, you don't know when a character will act or whether it will drop trapdoors because you don't know what the architect checked, the room becomes that much harder to plan and work through.
06-29-2006 at 06:05 PM
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