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Scenario Design

Teleportation Activated By Use Of Item

Posted by: Myrmidon (10-05-2002) on the AOW2 Scenario Forum

This script was posted in response to the questions, "How do i make a script in which the wizard can teleport from anywhere on the map when he uses an item?"

It would be a very difficult Event to set up, but it could be done within certain limitations. I don’t think the result would justify the work involved.

There could only be one destination. The Wizard would not be able to pick where the teleport spits him out.

The teleport cannot be triggered when the item is used, but could be triggered when both the Wizard and the Item are in the same hex.

Here goes…

Set a Control Flag:
Always; Flag ID #(Let’s use 1);
Set Flag to True.
Conditions: Item Owned (Item #).

Set a Teleport Event:
From: (1,1,0);
To: (Destination);
Player: (Trigger Player).
Trigger – Enter Area: All Players;
XYL: (1,1,0);
Radius: 0;
StopMove: False.
*Option – Use New Turn: All Players

Conditions:
AND: Unit in Area: (1,1,0); Radius: 0; UnitID: (Wizard #1 ID#).
OR: Unit in Area: (1,1,0); Radius: 0; UnitID: (Wizard #2 ID#).
OR: (Repeat above step for each Wizard the item works for.)
AND: Item In Area: (1,1,0); Radius: 0; ItemID: (Item #).
AND: Flagged: FlagID #1

The next steps are horrible.

Copy the Teleport Event and change all (1,1,0) values to (1,2,0). Don’t forget the Conditions. Repeat this for each and every hex that the wizard can enter, except for the destination hex. (Ignore solid stone.)

This script should teleport the Wizard if he owns the item and it is in the same hex as the wizard and the Wizard moves (or upon the Wizards next turn if the "New Turn" trigger is used). The Wizard would need to drop the item or teleport it to another hero for safekeeping until he wants to be teleported again... in theory.

This would be a real pain. I don’t think it would be worth the effort, but I hope it helps.

Additional Notes:

Talon-Thorn: If you cover the map with "Enter Area" triggers, the wizard will teleport as soon as it stops moving. It sounded like you were suggesting using the "New Turn" trigger, which would be a better choice. That way, if the wizard starts his turn in an area and is holding the item, he will teleport, giving the player more control...he can simply drop it at the end of the day to keep from teleporting the next day, then pick it up and go on his way.

Myrmidon: The New Turn Event would be the simpler of the two options. However, if you want to use the teleport as an escape option to get the Wizard out of the reach of enemies who would otherwise reach him on that turn, you would want the Enter Area option instead.

To see original thread, click here.

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