Closed yum234 closed 5 years ago
One more variant: A) Simple case. We have 2 shield keys with number 1 and 2. MapMaker place on map 2 semi-visible (non-active) inhibitors with numbers 12 and 21. If player (when play a map) will get at first shield key 1 and then 2 will be activated Inhibitor with number 12. If shield key 2 and then 1, - Inhibitor with number 21. B) Complicated case for big map. If we have 3 shield keys it will be 6 variants of Inhibitors with numbers 123, 132, 213, 231, 312 and 321.
Before activation any of Inhibitors on the map can't be destroyed.
Done, A generic solution is in template: Any number of keys possible (1,2,3,4,...), also a single Inhibitor can have multiple combinations (for example: with 4 keys, have 4 inhibitors, and only the last key will determine which inhibitor will spawn - however mapmaker needs to set 6 combinations in each inhibitor by hand). In template are 3 keys and 3 inhibitors, each have 2 combinations, but in general, any inhibitor can have any number of combinations, they don't have to have the same amount.
Inhibitor which became visible and effective if player open several (for instance 3) Shield Keys.