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Skill-dependent pushwalls
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Thomas
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PostPosted: Tue Apr 24, 2012 4:42 am
   Subject: Skill-dependent pushwalls
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Something's been crossing my mind lately. Now, I'm not a coder, I'm just a tool who's been real lucky to have teamed up with the right people. But I've got a question nevertheless... Is it possible to make pushwalls that one can only access, say, on skill 4?

And if it should be possible, wouldn't there have to be special skill 4 treasure, so that the treasure isn't inaccessible for the other two skills? ???
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PostPosted: Tue Apr 24, 2012 11:18 am
   Subject: Skill-dependent pushwalls
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Yes, both is possible.

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PostPosted: Sat May 12, 2012 11:50 am
   Subject: Re: Skill-dependent pushwalls
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Thomas wrote:
Something's been crossing my mind lately. Now, I'm not a coder, I'm just a tool who's been real lucky to have teamed up with the right people. But I've got a question nevertheless... Is it possible to make pushwalls that one can only access, say, on skill 4?

And if it should be possible, wouldn't there have to be special skill 4 treasure, so that the treasure isn't inaccessible for the other two skills? ???


For items it is pretty easy. Since items are spawned just like enemies, just do a difficulty check. This is something from my code. (WL_GAME.C(PP))

::: CODE :::
         case 601:  // THOMPSON AMMO
            if (gamestate.difficulty>gd_baby)
            {
               SpawnStatic(x,y,tile-523);
               break;
            }
         else
            break;


Modify to fit what you need. I'm sure it can be simplified, but I just did if statements since it was easier.

I haven't tried with treasures, but I assume that the treasure count works similar to the kill counts so if the treasure is never spawned it won't throw off the total treasure count.
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PostPosted: Sat May 12, 2012 7:40 pm
   Subject: Skill-dependent pushwalls
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For item, i have just done it in here.

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