zzyzx
Level: Delver
Rank Points: 76
Registered: 02-02-2004
IP: Logged
|
Wisp (0)
The Wisp is a flying creature, and moves just like a flying roach, but with a twist. The twist for the Wisp, is that it can teleport, but only over a wall or doorway 1 square wide.
When a roach is next to a wall, it will move to get "in line" with Beethro, and will not move if already lined up. The Wisp will not bother lining itself up with Beethro, but instead, just teleport over the wall to the other side to get closer to Beethro. If the wall or door is thicker than 1 square, it will behave just like a flying roach.
When the Wisp wishes to teleport, it will freeze in place for 1 move and glow. The next turn it will appear where it has teleported, glowing again. On the next move it looks normal again, and moves the way discussed above. It is possible for the Wisp to leapfrog itself through a set of corridors like below (B is Beethro, W is Wisp, ! is teleporting Wisp, # is the wall):
W
##### Before Teleport
#####
B
#####
!
##### Now Teleporting, it is glowing
#####
B
#####
##### Completed Teleport, it is glowing
!
#####
B
#####
##### It can now attack and move
W
#####
B
#####
##### Now Teleporting
!
#####
B
#####
##### Completed Teleport, it is glowing
#####
!B
#####
##### It can now attack Beethro if he is still standing there.
#####
WB
#####
As an additional annoyance. If a brain is in the room, the Wisp is able to leap larger distances. Instead of being blocked by a 2 square wide obsticle, it could only be blocked by 5 squares, or more. So these guys are nasty, but the downside is that they are frozen for a turn before and after they teleport.
Some specific situtations that might come up:
If the Wisp is trapped in a door (closed on him), he can teleport out of it, but for 1 turn he will be frozen (just like 1/2 the teleport cycle above). He can teleport over orbs, doors, walls, and other creatures, but NOT Beethro. So the Wisp can NOT move over Beethro and attack him from behind. If the barrier is removed during the transport, such as a door opening, or a cracked wall being destroyed, the teleport will be interrupted and it will stay in place, glowing, for the next turn. The following turn it may move again. The Wisp can teleport over a row of roaches on the other side of a wall if there is a brain in the room, but if the roach moves or is killed when the Wisp starts its teleport, it will interrupt the teleport like the door/cracked wall scenario above.
The Wisp will not be affected by Beethro's movement while in the 3 turns of teleportation. In this way, Beethro can anticipate where the Wisp will pop up, and be ready to smite him.
I am probably missing some other possibilities, but let me know what you think.
|