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Discussion in 'General Modification' started by Shiningted, Sep 20, 2007.
I'm not even sure IF it works in ToEE.
Currenty, detect secret doors might or might not be obsolete (I haven't tested it), but it will be very, very easy to script that in.
What I am hoping is that people will come up with all the problems and then I can fix them one at a time.
I prefer this method over the in-game method, so I am going to change to it in my mod as it allows a LOT of different things to be done with secret doors.
For instance with this method I can randomize where the doors are, or I can add an unlimited number of qualifers to what situation the door can be found.
Seriously, with this method any situation a modder can think up can be implemented.
Here are some off of the top of my head:
1) The secret door can only be found when the party has a certain NPC in their party
2) The secret door can only be found at midnight
3) The secret door can only be found by a woman
4) The secret door can only be found if the party has a certain item in their inventory
5) The secret door can only be found if the party turns on some different switches in a dungeon (in this case you just make the DC 0 and they find it instantly ONCE the switches are thrown)
6) The secret door can only be found if the party has a PC in two distinct areas of the dungeon
7) The secret door can only be found by an invisible PC
8) The secret door can only be found by a diseased PC
9) The secret door can only be found by a dwarf
10) The secret door can only be found by a ranger
If you can imagine it then you can script it.
PS: Anyone with any modding skills can use this script to work for non-secret doors as well. You can remove the search function of the script and then just have doors that appear with no search after certain events occur.
1) The door only appears once a monster is killed
2) You have to pay a mage to make the door appear
3) You could also use this system to randomize dungeon layout. For instance you create 2 different doors right next to each other for each exit area. You then use a randomizer to decide which door will be open in each game. With a little work a totally random dungeon can be created.
My point is that the secret door part can be opitional. The most important part of the code is the ability to turn a door on or off with scripting. That creates an infinite # of possibilities.
Just one word (is that a word anyway?): WOW.
Re: non-secret door uses
A modder with art skills could use this to simulate scenery change.
You want to have a scene where some raiders come and destroy the Inn.
You draw two maps. One destroyed. One nice looking.
You create 2 doors in your main town area going to each of these scenes.
You use my code to turn on the door to the nice inn and turn off the door to the destroyed inn.
When the event happens to change the situation then the script turns off the door to the nice inn and turns on the door to the destroyed in.
So now you can substitute one map for another.
Oooh, we could use that method to make rainy days at the Keep.
No, that involves a change to the world map. That is beyond the scope of this script.
A map has to be accessable by door only.
So the graveyard could be done that way, but not the Keep.
So, basically, every little thing that is a clasic in pnp games with doors (from a combination of levers, to a especific item, to paying to a mage) is possible...:dribble:
now i really understand why you are a legend
Re: more advantages
Also, it is possible to use this to search for other hidden things.
You could script in hidden NPCs, etc... it isn't limited to doors. The routine could easily be modified to work for other items.
My next step.
Try to find a way to replace the standard Concentrated Search with a scripted version.
If I can't replace the standard Concentrated Search then I will simply add a scripted version.
Then search and concentrated search can be controlled and expanded to include other things besides doors.
I am thinking hidden chests right off the back. I haven't tried it, but I am almost 100% positive that that can be done.
The script I wrote is incredibly simple. Anyone that looks at it will see that it isn't complicated at all and it can be modified to hide/find anything that can be manipulated in ToEE.
Re: Secret Door Script
Somehow i didn't see that...better then!
So, in fact,there are two "models" of wathever you want to find until one is triggered...
It is posible to change back?
For example, a magic fountain that shows up only at night, or a fixed day at week...it's posible to make it "appear" and dissapear?
And what about a character? Like a dryad showing up only at day?
woops, id didn't see that neither...but as before, it could go in and out? or it's just one way?
Sorry if i ask a lot, the scripting thing is magic to me
Re: Secret Door Script
Both models would exist. You simply control when they are drawn. The script I posted doesn't go back and forth, but yes you could easily script it to go back and forth.
Yes, easily. All you would need is a scenery item. And then you would draw it when you want, and don't draw it when you don't want.
This was already easy to do, but yes you could use this system I guess.
PS: You can also use this system to make things disappear. When testing it I used the door to the Inn in native ToEE. I made my trigger appear. The door vanished. I then had to search and the door re-appeared.
PSS: Honestly, this is incredibly simple. The only reason I didn't do this back in the day is that I didn't have access to the .mob files. But now that I can use the ToEE World Builder to modify the .mob files I can now do more things.
...ok Liv... another task... how do we make torches with light points so that the light moves along with the Torch in hand or even a lighted weapon... this could work nice with your script making it almost impossible for a pc to move around sections of the caves without a torch