eytanz wrote:
Beef Row wrote:
I'd like to see some new script commands: one to make Beethro visible, one to make him invisible, and one to toggle his visibility. Alternately, new types of tile which do the same would be almost as powerful, and more transparent to the player.
Could you provide some examples of why you think this would be worthwhile in addition to the potion? I'm not quite seeing it myself.
Well, I'd see this being useful anytime an architect wants you to be able to switch freely between sections of the room, but at the same time enforce invisibility on one side and visibility on the other. Similar solutions with potions require trapdoors, force arrows, etc. So mainly its not so much for new puzzles as to allow invisibility related puzzles to work in more open rooms.
You could also easily make rooms where you have a choice between stealth but a very restricted path, or coming out in the open to fight a horde. Just grant invisibility at the beginning, and then make a narrow path through visibility squares (or squares scripted for visibility).
If it were implemented in the scripted form, it would give stealth puzzles where you lose invisibility every time you (for instance) cut some tar. Or every time you turn your sword.
Its harder to come up with scripting specific uses for becoming invisible. Maybe something like to earn invisibility you need for part of a room, you need to kill all the brains in the room. Or guards waiting in a security room.
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Now I will repeatedly apply the happy-face rule"