Re: Wagons Ho area feedback
Posted: Tue May 03, 2022 5:27 pm
Mostly just thinking to swap the dialog positions. Being able to head in from the south makes sense for someone trying to get to Caves faster, but someone inexperienced selecting the [1] option to default through the conversation ends up at the harder end. The South-entry dialog already has a warning, of sorts, but the position implies it is the default, while the North-entry dialog does not.DM Spartacus wrote: ↑Tue May 03, 2022 4:01 amThought time would reveal stuff like this, but perhaps a specific warning needs in. For some limited variety was still a thought to allow both directions.Moving North to the 1 position in the conversation with the wagon-master would also be a reasonable change, I think. Since that is the more gradual approach, instead of "Here's instant death to the unexpected" that 3 giant spawns does.
From what I saw, it isn't using an [onEnter] trigger, but instead a check once each round for every creature inside the lake, as my Scrying Sensor was able to make it varying distances across the pond before being informed that it drowned.DM Spartacus wrote: ↑Tue May 03, 2022 4:01 amstill looking for something that might better script this here, it currently damages for entering water. (any volunteers) to offer protection to spell protected creatures and perhaps exclude non breathers is maybe a big ask.Returning with a different friend, we discovered that the deep lake area is happy to drown Constructs, which by common rules don't need to breath and thus are immune to drowning.
rp wise might be concluded currently water offers risk and if not specifically drowning then it is current sands etc. Something we would like to be more detailed and specific on but time and possibility is the great thing.
The normal solution for this would be to include a conditional check in the loop. The main things to check would be if each exclusion is met, and if so don't damage that creature. You'd need to know the ID of the Water Breathing buffs, and any racial types you wish to exclude (constructs, undead, maybe elementals). I can look through some of my archives when I get home for a more robust code sample, but it would likely follow the basic format:
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For damage varieties other than just drowning, a tentacle attack or geyser VFX could be triggered when the damage occurs to represent more active threats than simply water. Applying the [Wet] condition could also be an option.