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Caravel Forum : DROD Boards : Feature Requests : Be able to place monster remains in the editor
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Dragon Fogel
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icon Be able to place monster remains in the editor (0)  
Golems, constructs, and fegundos leave remains when they die. It would be interesting to be able to start a room with the remains present without things like hot tile shenanigans.

Golem remains serve as obstacles that can be moved with pushing weapons, construct remains could encourage working fast to do something at the start of a room before they wake up, and uh, there's not a lot you can do with fegundo ashes because after five turns they're just fegundos, but there's a few things so why not let people play with that.
08-30-2015 at 03:41 PM
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Chaco
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icon Re: Be able to place monster remains in the editor (0)  
I guess, as an alternative to adding them to the monster list, they could be added to the Generate Entity list (like roach eggs, which are already there - they are another potentially-useful monster that can't be directly placed).

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[Last edited by Chaco at 08-30-2015 03:47 PM]
08-30-2015 at 03:46 PM
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Nuntar
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icon Re: Be able to place monster remains in the editor (+3)  
Attack tile Damage (not Kill which completely removes them) allows you to start a room with golem/construct/fegundo remains on turn 0.

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08-30-2015 at 04:06 PM
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skell
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icon Re: Be able to place monster remains in the editor (0)  
The problem with both of these suggestions is that, at least in the case of Golem remains and Construct remains, is that they are still the same entity just with a flag switched saying "I am dead". And that would require the hold to store this information which is a big pain in the butt. A really big pain in the butt and for someone like me, who is not superbly versed in the database format used by DROD there is a giant chance of screwing something up.

It's not impossible, but it's not as simple as adding new objects to the editor either.

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08-30-2015 at 04:10 PM
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Keiya
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icon Re: Be able to place monster remains in the editor (+1)  
Here's a script that fakes it for golems. It'll continue to work even in cleared rooms, that seems less likely to cause backtracking issues.

  Set var "_MyScriptX" = _MyX
  Set var "_MyScriptY" = _MyY
  Set var "_MyScriptW" = _MyO
  Generate entity Rock golem,0,0,East
  Set var "_MyScriptW" = -9999
  Attack tile 0,0,Stab
  Set var "_MyScriptX" = -9999
  Set var "_MyScriptY" = -9999


And for constructs, spawning them if the room has monsters in it:

  If ... 
        Wait for clean room 
     Go to Soft End
  If End 
  Set var "_MyScriptX" = _MyX
  Set var "_MyScriptY" = _MyY
  Set var "_MyScriptW" = _MyO
  Generate entity Construct,0,0,East
  Set var "_MyScriptW" = -9999
  Attack tile 0,0,Stab
  Set var "_MyScriptX" = -9999
  Set var "_MyScriptY" = -9999
Label Soft End



(Done this way so that they'll not appear if the room is clean, but will come back if you use seeding beacons. I suppose it's not strictly necessary, since in a clean room they won't reassemble.... but hey, you get to see both reasonable options between the two.)

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[Last edited by Keiya at 03-16-2016 05:38 PM]
03-16-2016 at 05:27 PM
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uncopy2002
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icon Re: Be able to place monster remains in the editor (+1)  
Alternatively, you can replace the Label Soft End and Goto Soft End to an Else, which saves you one command.

(It's my instinct as a TIS-100 player. :P)
03-17-2016 at 01:30 AM
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averagemoe
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icon Re: Be able to place monster remains in the editor (+1)  
Keiya wrote:
Here's a script that fakes it for golems. It'll continue to work even in cleared rooms, that seems less likely to cause backtracking issues.

  Set var "_MyScriptX" = _MyX
  Set var "_MyScriptY" = _MyY
  Set var "_MyScriptW" = _MyO
  Generate entity Rock golem,0,0,East
  Set var "_MyScriptW" = -9999
  Attack tile 0,0,Stab
  Set var "_MyScriptX" = -9999
  Set var "_MyScriptY" = -9999


And for constructs, spawning them if the room has monsters in it:

  If ... 
        Wait for clean room 
     Go to Soft End
  If End 
  Set var "_MyScriptX" = _MyX
  Set var "_MyScriptY" = _MyY
  Set var "_MyScriptW" = _MyO
  Generate entity Construct,0,0,East
  Set var "_MyScriptW" = -9999
  Attack tile 0,0,Stab
  Set var "_MyScriptX" = -9999
  Set var "_MyScriptY" = -9999
Label Soft End



(Done this way so that they'll not appear if the room is clean, but will come back if you use seeding beacons. I suppose it's not strictly necessary, since in a clean room they won't reassemble.... but hey, you get to see both reasonable options between the two.)

Or you could just set the NPC's appearance to Rock Golem or Construct, mark it as visible and have it execute the "Die Special" Imperitive.

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06-13-2016 at 06:59 AM
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