I was thinking about how to do a Random Maze dungeon.
The algorithm for a random maze is fairly straightforward. One just makes a grid and fills it with a sovable maze, usually by making a random walk path from start to end and recursing back with random walks to stops.
Now, i could do that; IncrementGlobal would let me do the looping needed, and I could define an array of doors (that would look like solid walls, and are active & open or inactive & closed). But for one minor point: NI scripting doesn't allow me to take numbers in a variable and convert them to an identifier for a specific door. I could get around that with a separate test node for each door I make, I guess.
Each of those blocks would look like:
IF
Global("OpenThisDoor","MyArea",1)
Global("DoorNumber","MyArea",23)
THEN
RESPONSE #100
SetGlobal("OpenThisDoor","MyArea",0)
Open("Grid23")
END
The doors would have no active area, and thus, the player could not manipulate them. The close image could be of hedges, a stone block, jagged stones & stagtites, whatever. The TIS would be tiny, tiny.... Just an open and closed image for the bolck, If I'm thinking this through right. Oh, but what about the overlap with the block above, grrr. I could do it no overlap, but that wouldn't look as cool.