Benemo Cave

The development of the game itself or new resources for it. Any new stuff you're working on would go here, as well as the discussion of in-development stuff.

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Shade
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Benemo Cave

Post by Shade »

...is a new module I'm working on. (OMGWTFBBQ!? That's right, I actually am working on a module!)
It's basically a cave full of bandits, outlaws and treasure (probably just a "just-for-fun"-module); but there are a few things I need to know.

1. ...I finally got passages to work... ...well, sorta. Gates work, doors don't. Can someone please explain me how to make a door that opens if a switch is activiated, and how to make a locked door that opens if the player has a key and approaches it?
2. Which armors haven't been placed anywhere yet? Are there one or two that might fit in here well?
3. Can somebody give me some new/rare items/weapons that should be found here? I need at least one...
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Post by Cimeries »

Some time ago I was working on a Stilleto of sorts that holds enemies into place, constantly damages them, and makes them float up a little, all while having their mana drained.
I abandoned that project, but if you want I can send you what I have so far.
:wink:
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Post by Shade »

Hmm. Sounds good. :)
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Post by penguinflyer2222 »

Yay, Clonks is making a module!
I read about it in the CAP thread, too.
Hmm.. I have some weird weapons..
And I can make a bunch more. :)
......
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Post by Shade »

Whatever you've got, unless it's totally overpowered or something, I'll be using pretty much anything you give me. :D

Btw... Since everyone's ignoring my passage/door problem, here's what I've got so far:

passage.txt

Code: Select all

//                  TopleftXY  BottomrightXY     Open    ShootThrough  SlippyClose

00 GateZero:        23 12      25 12               F       T             F
01 GateOne:         23 17      25 17             F       T             F
02 GateTwo:         38 12      40 12             F       T             F
03 GateThree:       38 17      40 17             F       T             F
04 MasterBossDoor:  58 58      58 58             F       F             F
05 BossDoorDetect:  23 39      24 40             F       F             F
06 BossDoor:        23 39      24 40             F       F             F


spawn.txt

Code: Select all

//         Name      Slot Xpos Ypos Zpos Dir Mon Skn Pas Con Lvl Stt Gho Team
//Gates and doors...
Gate:      NONE     76    24   12.5 0    S   0   0   0   0   0   F   F   Null
Gate:      NONE     76    24   17.5 0    N   0   0   1   0   0   F   F   Null
Gate:      NONE     76    39   12.5 0    S   0   0   2   0   0   F   F   Null
Gate:      NONE     76    39   17.5 0    N   0   0   3   0   0   F   F   Null
Switch:    NONE     77    21.5 38.5 0    S   0   0   0   0   0   F   F   Null
Switch:    NONE     77    20.5 4.5  0    E   0   0   1   0   0   F   F   Null
Switch:    NONE     77    27.5 25.5 0    W   0   0   2   0   0   F   F   Null
Switch:    NONE     77    42.5 4.5  0    W   0   0   3   0   0   F   F   Null
Switch:    NONE     77    36.5 25.5 0    E   0   0   4   0   0   F   F   Null
Door:      NONE     44    24   40   0    W   0   0   5   4   0   F   F   Null


...all four gates work just fine. They are closed in the beginning and open if the player pulls the appropriate switch. However, when I tried the very same for the door (shutdoor.obj from the sand palace), nothing happened at all; I could just walk right through the door and the door didn't react to me in any way, no matter if I pulled the appropriate switch before or not. Then I tried to copy what the sand palace does with the doors, but nothing changed; if I make the detect passage have the exact same coordinates as the door passage, the door kinda acts like a normal door, but I don't want it to open if I move next to it, I want it to open if the player pulls the switch... >_<
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Post by penguinflyer2222 »

Well, I don't really know much about passages yet, so I can't help you.
But I'm going to make a list of items I have, some might be a bit overpowered, but I can adjust that.
......
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Post by Zefz »

The different doors from the different modules use different scripts!

You need a basic door/gate that does not open when a player comes near. Then you need a switch with a script that causes the passage assigned to it to open whenever pulled.

We got that interesting bow... the silencer I think it was. We also have that magical whip. You could add the musketoon, it's only 1 place in the game yet. Chiuaua and Crime is also a rare weapon that only drops 20% each time you beat the heist.
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Post by Shade »

Oh... I wasn't aware of the doors using different scripts. I guess I should try a different door then. Thanks, Zefz. ^^

The Silencer? Yeah, but it's overpowered. I think I could tune it down though and then place it in here.
The musketoon? I actually didn't find that one at all yet, but ok.
So I should also add Chiuaua and Crime? Ok.

EDIT: Erm... Does anyone still have the Silencer and that chaos whip? Mediafire no longer hosts them...
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Post by woodmouse »

Hmm was Silencer the whip that has the light in the end? Or was it sometihng else?
Anyway, you could use the Baneful Hammer I made?
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Post by Ben Urban »

The musketoon is in the Archaeologist starter, in a chest on the pyramid.
Thanks to penguinflyer2222 for the avatar, and to penguinflyer5234 for hosting it.
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Post by Shade »

woodmouse wrote:Hmm was Silencer the whip that has the light in the end? Or was it sometihng else?
Anyway, you could use the Baneful Hammer I made?

The whip you're talking about was called "Chaos Whip" or something like that. "The Silencer" was a blue bow that fired glowing arrows and does other weird stuff... Look at the "Clonkinator's crappy stuff."-thread in the old forum.

@Ben Urban: Ah, ok.


@All: I've copied the stuff for the locked door as exactly as possible now, and the lockdoor.obj is also from the sand palace. The thing is, it reacts to keys now (and opens), but you can still walk right through it without having a key...
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Post by woodmouse »

Ooh. I still have the bow if no one else has... but I think many people have it.
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Post by Shade »

woodmouse wrote:Ooh. I still have the bow if no one else has... but I think many people have it.

Could you send it to me, please? I don't have it anymore, the download link in the old forum is broken and I'd actually like to implement (a more balanced version of it) in my module. Same for the whip if you still have it. :)
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Post by Cimeries »

Your detection passage should begin in front of the door and end behind it, while the actual passage covers just the door.

I could be mistaken though, I haven't dealt with passages for quite a while.
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Post by woodmouse »

Clonkinator wrote:
woodmouse wrote:Ooh. I still have the bow if no one else has... but I think many people have it.

Could you send it to me, please? I don't have it anymore, the download link in the old forum is broken and I'd actually like to implement (a more balanced version of it) in my module. Same for the whip if you still have it. :)

Yeah, I send them tomorrow. I can't today.
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