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Caravel Forum : DROD Boards : Feature Requests : A new script command ('Make monster move')
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rman
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icon A new script command (0)  
This script command orders the NPC to move as if it were a real monster. The ones who aren't monsters don't move. If a slayer wants to use his wisp, he just uses guard movement. However, if a real slayer wouldn't use wisp in this case, the NPC-slayer uses slayer movement.

Your opinions?O:-

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08-10-2008 at 07:07 PM
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kyevan
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icon Re: A new script command (0)  
How would Wraithwings work?
08-11-2008 at 12:45 AM
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Jatopian
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icon Re: A new script command (0)  
Like wraithwings.
I assume you're referring to their behavior in groups, which would probably be unfeasible to implement in scripting.

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08-11-2008 at 01:08 AM
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kyevan
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icon Re: A new script command (0)  
Well, yeah, like wraithwings. But would they count as wraithwings for movement purposes? What would they consider wraithwings for Cowardliness purposes? Just real wraithwings? Just characters running the same script? Wraithwings and characters that look like wraithwings?
08-11-2008 at 01:18 AM
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Sillyman
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icon Re: A new script command (0)  
We need an Imperative: Use Ability. Seriously. Then the answer is simple: A wraithwing's Ability is the group behavior. When off, it is not noticed by wraithwings or move-likers, but can still notice them. When on, it is noticed by wraithwing movement. I believe this has been suggested before, but combining it with this makes a lot of sense.

The only other special case I can think of is the fegundo's Ability: Die Special+Reviving from "Use Ability" after 5 turns. All the rest work as a toggle for the obvious Ability.

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08-11-2008 at 02:12 AM
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kyevan
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icon Re: A new script command (0)  
Hmm, if you're going to do that, why not let us combine them?

Fleeing Fegundos? Roach-spawning eyes? Brains that move? Why not? I can see some puzzle potential (and anyone abusing it would get yelled at in the holds board :P)
08-11-2008 at 06:08 AM
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Sillyman
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icon Re: A new script command (0)  
Because an NPC only has one Base Character property, that's why not. :P

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[Last edited by Sillyman at 08-11-2008 06:51 AM]
08-11-2008 at 06:51 AM
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Jatopian
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icon Re: A new script command (0)  
So? Doesn't mean it couldn't act like another monster.

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08-11-2008 at 08:11 AM
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rman
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icon Re: A new script command (0)  
I mean that it makes a move which depends on its appearance. A roach-NPC will move like a rocach, a goblin-NPC will move like a goblin...

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08-11-2008 at 08:58 AM
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Moo
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icon Re: A new script command (0)  
Have the monster properties selectable, and have the existing monsters defined using those properties, instead of being hardcoded..
So roaches would maybe have "moves towards you" and "smitable", wraithwings could have "cowardly except in groups", etc etc..
New monsters/characters could easily be created using existing programming but in new variations. (some of which would be dumb, but thats up to the architect to avoid)..

[Last edited by Moo at 08-11-2008 07:24 PM]
08-11-2008 at 07:24 PM
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The spitemaster
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icon Re: A new script command (0)  
Then is it possible to create monsters that can do different things? Like a monster that has goblin movement and can fly over pits? I just want to clarify what something like this would do.

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08-13-2008 at 05:27 PM
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rman
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icon Re: A new script command (0)  
I'd like too, but this FR script command will give goblin movement if the NPC role is goblin, but goblin-NPCs can't fly over pits.

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08-13-2008 at 08:32 PM
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13th Slayer
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icon Re: A new script command (0)  
rman wrote:
I'd like too, but this FR script command will give goblin movement if the NPC role is goblin, but goblin-NPCs can't fly over pits.
whats the problem here?
We just nead a command (wait for npc to be near a pit)
then we have
label (loop)
move like monster
wait for npc to be near a pit
set apperance (wraithwing)
move like monster
wait for npc to be near a pit
set apperance (goblin)
go to "loop"
08-13-2008 at 09:42 PM
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