[crossfire] exploding MOBs
Todd Mitchell
temitchell at sympatico.ca
Fri Jan 21 09:49:41 CST 2005
What I should have said is "you can put arches into inventory now, BUT
WHAT I was thinking of IS adding will_explode and explode_attacktype
flags...
I was just going to add two new flags and change the death realted code
to pop up a explosion graphic and deal up some damage when the creature
dies. Nothing too fancy involving arches or scripts. I just thought
that exploding beasties would be quite useful and would encourage more
ranged combat and more novel combat strategies (You encounter a pack of
terrible Ogger Kobolds. They try to swarm you - you don't want to fight
back or they might go off in a chain reaction.. you try to use your
windstorm spell to push them away... oh no! your party mate fires an
arrow into the pack and it's all over - boom!)
Maybe it can be done in the plugin however.
Mark Wedel wrote:
>
Todd Mitchell wrote:
>
>>
Well you can put arches into inventory now - so you can already for
>>
example spawn a couple guards or fireballs or something when a MOB is
>>
destroyed. I was thinking of a will_explode and explode_attacktype
>>
flags where if will_explode = 1, it produces a little pop graphic and
>>
deals out damage from attacktype (or explode_attacktype if it's not 0).
>
>
>
Putting fireballs in the inventory is less likely to work, because of
>
the timing - to get them to blow up after the monster dies, not before
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and not a long time after, is more complicated.
>
>
Of course, I'd think exploding monsters could also be done via script
>
(hook into the death event of the monster). When the monster dies,
>
death event is called, which basically just creates some objects
>
specified wherever the monster died.
>
...
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