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IDProjectCategoryView StatusDate SubmittedLast Update
0000001Zaiband[All Projects] Backend/Corepublic2011-01-09 23:332011-02-17 03:17
Reporterzaimoni 
Assigned Tozaimoni 
PrioritynormalSeverityminorReproducibilityN/A
StatusassignedResolutionopen 
PlatformOSOS Version
Product Version 
Target VersionVaporwareFixed in Version 
Summary0000001: Super ghosts
DescriptionPasswall monsters that can get triple moves on the player, should be very deadly. Ghosts are the earliest examples of these.

Note: this will cause Zaiband 3.0.8 to be alpha, as the monster list will need rebalancing.

Problem: If the player is next to a wall, the passwall monster should be getting free melee attacks once it gets a proper setup:

@#G
@G# [move]
@G# [attack]
@#G [back off]

Note that since the G is in a wall at all times, that the only effects that can hit in V mechanics are Line of Sight (LoS) and melee. [Both missiles and ball/bolt spells do not penetrate walls.] Heng(band) mechanics is not a panacea for the player, since even then walls block further propagation of ball/bolt/missile effects. In diagram below, a ball spell detonating at x cannot reach the Xorn X even in Heng mechanics; the ghost G can be tagged only with Heng mechanics.

.x.
@#G
.#X

[Note: pushing off to vaporware because I haven't decided how to code the triple-move detection yet. I had to make energy gain a public stat, but prototyping suggests this could be arranged to be an "emergent" feature, rather than specifically coded.]
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- Issue History
Date Modified Username Field Change
2011-01-09 23:33 zaimoni New Issue
2011-01-10 09:48 zaimoni Target Version => Vaporware
2011-02-17 03:17 zaimoni Assigned To => zaimoni
2011-02-17 03:17 zaimoni Status new => assigned


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