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| 08 Nov 2009 - 23:08 | 2008 |
| rudeboyrave New Member Joined: 12 Nov 2007 Posts: 90 | Request: Bombs and explodeable doors! kinda a zelda style thing. bombs that explode doors, to reveal a secret room. |
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| 09 Nov 2009 - 11:09 | 2011 |
| Fizban Regular Poster ![]() Joined: 05 Jul 2007 Posts: 238 | Any chance you can be a bit more specific?
Should the bomb unlock existing doors, or should it actually create an exit where there wasn't one previously. If you can give me a specific room vnum for it to be dropped in, what direction you want an exit to be created in when dropped, and what vnum the exit should lead to as well as answering the first question I can throw together an example that can then be modified to suit your purposes. |
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| 09 Nov 2009 - 14:45 | 2014 |
| Rumble Contributor ![]() Joined: 04 Jul 2007 Posts: 522 | The majority of this can be done with the trigedit variable %door%. HELP %DOOR% to see the format. __________________ Rumble The Builder Academy tbamud.com 9091 ![]() |
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| 07 Feb 2010 - 02:47 | 2312 |
| rudeboyrave New Member Joined: 12 Nov 2007 Posts: 90 | lets say room 801 there could be a bomb door north to room 802, but only if its already not blown up!
room 1342 a bomb door east to room 1343 only if its not blown up. and room 9344 bomb door w to room 9345 again... only if the bomb door isnt already blown up. the reason for 3 examples is because i only one 1 bomb object on the mud.. able to blow up all bomb doors. |
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| 25 Feb 2010 - 17:24 | 2389 |
| Axanon New Member Joined: 12 Jan 2010 Posts: 48 | I know it's been a while, but I'd like to take a crack at this all the same. Last edited by Axanon (25 Feb 2010 - 17:26) |
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| 03 Mar 2010 - 18:50 | 2405 |
| Axanon New Member Joined: 12 Jan 2010 Posts: 48 | I did it! It took some time, but I built it to be as flexible as possible to allow for zone expansion or portability between zones. I've tested it fairly rigorously and seems to work bug free. I'll post the full scripts and object when I get the script cleaned up, but you can see a working example on tbaMUD. Go to ROOM 57423, READ SIGN and follow the instructions.
Object/Triggers Used vstat o 57401 - the bomb tstat 57410 - the zone reset script (reverts doors back to closed/pick-proof) tstat 57412 - the bomb trigger (opens door, damages people in-room) Customization To customize it, what you need to do is set the allowable rooms/dirs/exits in T57412 set bombexit[1] 57424 south 57436 \ set bombexit[2] 57424 west 57434 \ set bombexit[3] 57424 east 57435 / Change these to suit your zone(s) set bombexit[4] 57434 west 57453 / + set bombexit[5] <vnumToPlaceBomb> <DirectionOfExit> <vnumOfRoomToGoTo> * go through list of allowable bomb rooms - while %i% <= 4 + while %i% <= 5 * reset explosive range doors (57410) %door% 57424 west room 57434 %door% 57424 west name door %door% 57424 west flags abcd %door% 57434 east room 57424 %door% 57434 east name door %door% 57434 east flags abcd As usual, standard disclaimers apply. Use at your own risk, yadda yadda. It works on TBA though, it should work for you. If you have any problems, don't hesitate to let me know. Thanks. -Ax Last edited by Axanon (03 Mar 2010 - 18:56) |
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