Healing crystal discussion
Re: Healing crystal discussion
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
You cannot... but they do announce themselves as nearby.Diarmuid wrote:Secrets are one option, but you can't guarantee the player will find it.
This one I really like.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.
Re: Healing crystal discussion
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,
},
}
}