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Re: CF: oddity in the pup_land raffle #2




On Wed, 1 Sep 1999, Mark Wedel wrote:

> Seikoh Nishita wrote:
[snip]
> > o random events and items are implemented by putting object on a pit
> >   and falling it on the square filled with buttons.
> 
>  I'm unclear how that creates a random event.  But items should still be able to
> fall through pits.

I think he's talking about a pit that drops items onto the middle of a 5*5 (or
3*3) square area filled with buttons. Since (currently) items dropped through
pits may randomly "miss" the targeted coordinates by +2 or -2, this will
randomly push one of the buttons. I think this should still be working, unless
the pit code has changed??

> > o some altars consume an icecube. When a player drop an icecube on it,
> >   he can always get contents of it.
> 
>  Altars are going to get a pretty big overall for 0.96 - they do too much which
> makes it hard to deal with in the object structure (they eat the sacrifice, and
> can then either cast a spell or push another button.  or they can also be prayed
> over for another effect.)  So my current thinking is to break them apart like:
> 
>  Consumer - consumes what it is set to match for, pushes connected objects.

Feature request: :-) make it possible to set how many times the consumer can
consume; if set to 0, can consume an indefinite number of times. Or at least,
have two types of consumers -- one that consumes exactly once, another that
can consume indefinitely. (That's for pay-to-enter buildings to support any
number of players simultaneously...)

>  Holy Altar - to pray over and get good effects.
>  Spell caster - casts a spell when pushed by a connected object.  This
> 	spell caster could very well be on the same space.
> 
>  That said, I can't say what the right behaviour will be with consumers and
> containers.  The right thing is to probably only consume the container, but
> leave the contents intact.

Alternatively, have some "safe" way of melting icecubes that guarantee its
contents are never damaged. Icecubes seem to be about the only containers that
require this contents-preservation feature -- for other containers, you can
simply open it, or if it's locked, you probably want the player to look for
the key and not find a way to open it without using the key.


T

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