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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. 8-)
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,
          },
       }
    }