I'll definitely post it on the vault. However there are a lot of issues I have with its style that I'll have to make a large pass on the whole document, probably with help from the community, before I post it.
Also, the reason I'm implementing the random-fall feature is that one of my players is going to play a pixie, and because I want to give the rest of the players something to do with the big climb area in the module once they've already passed it - I'm implementing a flight override system that enables me to set each node with a variable to determine how easily the wind can splat the character
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Some of the things I wanna do before I end up posting it:
1. Finish this flight override /randomized flinging the character around system
2. Turn the passive Iron Spikes DC change I implemented into a time-consuming activity that can be interrupted by combat, resulting in the player falling (taking time to pound the spikes into the wall)
3. More options for items (so far I have a grappling rope and boots of climbing which give +2 each, with the rope being able to break, and iron spikes which can be consumed to change a check to DC 15 on stable walls)
Edit numero dos: here's the pastebin I posted in the earlier thread, which does not contain full item implementation, has really sloppy variable declaration, and has a bug in dying players not jumping to the fall destination (all of which are fixed in my own copy, as I implement this flight system on top of it all).
http://pastebin.com/pnAx9Mk8 -- said sloppy variable declaration, which was pretty much done almost entirely stream of consciousness (and I'm still not sure why to do it before void main{} except that it seemed like a good idea to not have thirty or more variables that don't get dumped at the end of the script), is one of the things I wanna clean up before posting the completed work.
Modifié par Sarcose, 10 février 2012 - 02:08 .