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ID | Project | Category | View Status | Date Submitted | Last Update | ||||||
0000001 | Zaiband | [All Projects] Backend/Core | public | 2011-01-09 23:33 | 2011-02-17 03:17 | ||||||
Reporter | zaimoni | ||||||||||
Assigned To | zaimoni | ||||||||||
Priority | normal | Severity | minor | Reproducibility | N/A | ||||||
Status | assigned | Resolution | open | ||||||||
Platform | OS | OS Version | |||||||||
Product Version | |||||||||||
Target Version | Vaporware | Fixed in Version | |||||||||
Summary | 0000001: Super ghosts | ||||||||||
Description | Passwall 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.] | ||||||||||
Tags | No tags attached. | ||||||||||
Attached Files | |||||||||||
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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