DRL > Requests For Features

Item Traps

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Sambojin:
I like both of these ideas. The "room with an island" idea would just be another type of room creation/generation (not that much different to lava/acid filled rooms right now). Getting the island to centre properly might be a bit annoying, but not particularly. It actually doesn't really matter if the island is centred anyway, just that there is an island somewhere in the lava/acid room with an item on it. It might be a handy "feature" if it's not centred, just to make skipping across acid corridors a bit easier after you've rocketed out the back wall (and probably destroyed said item).

For the item/enemy-summoner-vault, if it's a bit too clunky to code spawns off of items, you could just make it a new lever type. Either one that's soley for vaults or just as another random lever type. Pull lever, enemies and an item gets spawned in the surrounding squares. It's a bit cludgy, but it would be a lot easier to code if the original idea is too annoying. Better yet, do both. A new random lever and item-trap vaults. Possibly on an island surrounded with lava.

shark20061:
Spoiler: Technical Talk (click to show/hide)
Could the effect be hooked to OnFirstPickup?  Can I change the hooks of individual items?  If so, this would be a cinch to do.

Equality:
IMO trapped items are only exotics/uniques. And 5% too low chance. If trapped=summoning on pickup.

But seems funny.
On every exotic/unigue first pickup, have a

10% chance lava/acid pool around
10% chance summon enemies
10% chance explosion
10% chance phase effect

and all can be combined together. How nice: you pickup a chainsaw, floor around converts to lava, some monsters appear on lava, you teleport away and all of summoned monsters die in lava+explosion :D

raekuul:
Make them exclusive to each other instead of able to compound, and I'll get behind that idea.

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