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Caravel Forum : DROD Boards : Feature Requests : Room lock blocks staircases
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coppro
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icon Room lock blocks staircases (+2)  
Can the room lock block you from walking down staircases as well? It seems that the purpose of room lock doesn't have to extend to edges - backspacing off of stairs is likewise impossible.
04-12-2007 at 12:11 AM
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eytanz
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icon Re: Room lock blocks staircases (0)  
Good idea!

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04-12-2007 at 01:21 AM
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mrimer
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coppro wrote:
Can the room lock block you from walking down staircases as well? It seems that the purpose of room lock doesn't have to extend to edges - backspacing off of stairs is likewise impossible.
I've implemented this in the imminent 3.1 patch.
09-09-2007 at 01:36 AM
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Beef Row
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icon Re: Room lock blocks staircases (0)  
mrimer wrote:
coppro wrote:
Can the room lock block you from walking down staircases as well? It seems that the purpose of room lock doesn't have to extend to edges - backspacing off of stairs is likewise impossible.
I've implemented this in the imminent 3.1 patch.

Does this cover scripted level exits as well, or are those not possible to detect in time to block them?

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09-09-2007 at 07:14 AM
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Tahnan
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Beef Row wrote:
Does this cover scripted level exits as well, or are those not possible to detect in time to block them?
I think this is a Bad Idea(tm). For one thing, what would happen if the only way out of a room is the scripted exit at Turn 30, and you miss it because you have room-lock on? Not all scripted level exits are move-onto-a-space triggered.
09-09-2007 at 07:22 AM
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Beef Row
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icon Re: Room lock blocks staircases (0)  
Tahnan wrote:
Beef Row wrote:
Does this cover scripted level exits as well, or are those not possible to detect in time to block them?
I think this is a Bad Idea(tm). For one thing, what would happen if the only way out of a room is the scripted exit at Turn 30, and you miss it because you have room-lock on? Not all scripted level exits are move-onto-a-space triggered.

However, if it worked by preventing the move from happening at all, as room lock does in all other cases, you would likely notice that this happened. Except possibly when the triggering action would be 'wait', or a wallbump. Hmmm, this maybe isn't so clearcut though, as level exits could be the final result of a lengthy cutscene for example. Ok, maybe it IS best not to add that.

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09-09-2007 at 08:35 AM
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