Next-Gen teleports system and Gate Building Toolkit for TMW
Its attempt to get best of @addwarp, GM Island teleport and Illia teleports - making visually OKish teleports with desirable properties.
On user visible side this allows to open nice looking teleports into arbitrary destinations, that do FX effect upon player stepping on them.
But its more.
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New teleports can be instatiated as needed, running side by side.
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Teleports can have finite lifetime, disappearing themself.
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Teleports can be removed, leaving no side effects.
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No leftovers or side effects after teleport removed.
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There's way to "globally" track all "tracked" teleports.
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Up to 100 "tracked" teleports can coexist - and this list can be displayed or managed.
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Flexible condition check based on cookie. If some gate got cookie set then it only lets players with matching variable to pass.
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Aspects like timeout, FX and their timing, etc can be customized. (for safety reasons @teleportadd allows only few NPC sprites and few params)
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Teleports meant to be registered in TeleportManager. However, its possible to create "unmanaged" teleports (e.g. for spells).
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In future it can allow custom hooks/checks on teleporters (planned)
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Attempts to reasonably validate input and refuses to do apparently invalid things like landing on collisions or bad map/coordinates.
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Builtin help.
Overall it meant to
- Play events with better FX effects on arbitrary maps, including e.g. chaining inaccessible ones.
- Keep track of all open "managed" gateways - being able to manage all established wormholes.
- Reusable component (function) doing teleport setup - and overall quite configurable thing via NPC vars, reusable from e.g. spells or various quests. So quest or spell can open e.g. transient reasonably looking self-destroying teleport easily, etc (these are not tracked and would not appear in @teleportlist but can in principle be force-closed via @teleportdel if caller knows NPC ID)
To get started: type @teleport or @teleporthelp. @teleportadd will also do.