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Re: Healing crystal discussion
Posted: Wed Jan 28, 2015 11:10 pm
by Ixnatifual
As a general rule I'd say one crystal per level or a little less is a good idea. The Ironman and single use crystal options will always be there for those interested in a more punishing experience.
Re: Healing crystal discussion
Posted: Thu Jan 29, 2015 12:48 am
by Isaac
Diarmuid wrote:Secrets are one option, but you can't guarantee the player will find it.
You cannot... but they do announce themselves as nearby.
You can however give him the choice in "treasure room" type of situations. You find a key, and one door holds a crystal, the other a super-sword.
This one I really like.
Re: Healing crystal discussion
Posted: Thu Jan 29, 2015 8:29 am
by Drakkan
Just wanna let you know that thanks to the AdrTru, there is new wonderful possibility - to make healing crystals with limited use. I think players will need to be really under guard when knowing, that just last few resurrections are remaining. All hail to AdrTru !
Code: Select all
defineObject{
name = "healing_crystal_2use",
baseObject = "healing_crystal",
components = {
{
class = "Counter",
name = "counter",
onActivate = function(self)
self.go.clickable:disable()
self.go.crystal:setCooldown(math.huge)
end,
onInit = function(self)
self:setValue(2); -- change value as you want
end,
},
{
class = "Clickable",
offset = vec(0, 1.5, 0),
size = vec(1.6, 2, 1.6),
maxDistance = 1,
onClick = function(self)
if self.go.crystal:isEnabled() then self.go.counter:decrement() end
end,
},
}
}