Hmm...yeah...I didn't think about what happens when multiple "
walk-onable"
characters all stack up on the same tile. That does sound like a sticky issue, because currently only one monster per tile is allowed. Either that large section of code would have to be rewritten to support this one feature, or we'd have to provide any of a number of kludges I can think of:
* Monsters still can't walk onto each other, only the player can walk on to them (in which case, "
NPC floors"
wouldn't really act like floors to most everything)
* While an NPC is in this state, it would still be rendered, but for all other intents and purposes would behave as if it were not visible (i.e. not in the room). Since nothing can bump it, then we might as well not having it occupy that tile of the monster grid. Monsters and the player could walk there, just like they can walk onto tiles where an invisible NPC is located. Hmm...multiple "
walk-onable"
NPCs could be drawn on the same tile then, with movement order priority.
I like that second one the best. So, yeah...invisible NPCs that you can actually see.
What would we call this condition? How about call them ghost NPCs. "
Imperative: Ghost Image"
and "
Imperative: Solid Image"
.