touch warp via player clone warp

NOTE: I HATE A LOT OF YOUR ZZT GAMES, SO WATCH OUT!

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Quantum P.
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Post by Quantum P. »

Commodore wrote:
gingermuffins wrote:clon3.zzt - 0.00MB



edit: well here's one use: you could warp to rpg fights by bumping into monsters and then return to your exact spot after victory, effectively separating the rpg battle from the wandering monster objects and reducing redundant code among multiple boards, with limitations of course but still
Does anyone still have this file?
I'll check my DOSBox installation when I get home. I don't think I ever throw anything out.
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Post by Commodore »

that's what I was hoping :)
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Quantum P.
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Post by Quantum P. »

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Commodore
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Post by Commodore »

Great! Thank you!

Edit: Aw! It won't work with duplicated objects!
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Quantum P.
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Post by Quantum P. »

Duplicated objects? What are you trying to do?
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Post by Commodore »

Have objects that come from a duplicator whisk you off to another board.
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Quantum P.
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Re: touch warp via player clone warp

Post by Quantum P. »

gingermuffins wrote:if the player touches an object, and the object tells another object to #put a player clone (or clones), and there is a passage near the clone, and if the objects are placed in the right order (touched object before cloning object), then you can instantly warp the player to another board by touching an object before the playerclones are even seen.
What gingermuffins put in italics I think is the problem, because the duplicated objects are newer than the player-placing objects.

I had limited success in using a command like #change red invisible player instead of #put [dir] player. But it doesn't always work, and I'm not sure why.
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Post by Commodore »

maybe #put is slightly faster? anyway... I made a work around, it isn't pretty, but it get the job done.

If objects maintained their stat index I could make it work, but the index changes if an object with a lower index is removed.
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lovin the EGATrek icon, com.
Lots of fun times playing that game. :keen:
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