mrimer wrote:
Are you by chance talking about the room lock feature, or something else?
Yeah, I'm confused here too. Let me restate the problem.
You build a room with a green door and a tar mother. The player kills the tar mother, negligently makes a baby and exits without killing the baby. When the player returns by this path, they're screwed, because the green door blocks them from entering and/or it's not designed to be beatable from this entrance.
This usually requires extra scripting or room changes or planning (at least for my holds), and it's annoying. I've had to add black doors places that probably shouldn't need them in the past. I don't know that there's a good solution for it, but I'd like to have a foolproof way of preventing exit from an unconquered state.
It's probably not going to change, but I wanted to bring it up while it was still on my mind. I think the possible fix I suggested a few months back was "
spiky green doors"
. Unlike standard green doors, these pop up the moment a room returns to an unconquered state (or maybe even any time a monster appears even if room is conquered!), and if you stand on them when they pop up, they kill you.
I think these would be foolproof as long as they border the exit or stair tile, which is why I suggested them. They might also have puzzle potential if they trigger only for spawned monsters (like stuff babies and roaches), in which case they'd still work if you had a standard green door interposed before the spiky green. This is assuming it's impossible to create a monster on the exit turn, which I believe is the case since Beethro moves first.
I'd be just as happy with a scripting command that prevents Beethro from using any exits or stairs, though.
____________________________
Trickster
Official Hold ProgressClick here to view the secret text
×Beethro and the Secret Society: Postmastered
Beethro's Teacher: In Progress
Complex Complex: In Progress
Devilishly Dangerous Dungeons of Doom: In Progress
Finding the First Truth: Postmastered
Gunthro and the Epic Blunder: In Progress
Halph Has a Bad Day: Mastered (no door)
Journey to Rooted Hold: Postmastered
King Dugan's Dungeon 2.0: Postmastered
Master Locks: Mastered (no door)
Master Locks Expert: Mastered (no door)
Perfect: In Progress (Perfect 8)
Smitemastery 101: Postmastered
Suit Pursuit: In Progress
Tendry's Tale: Mastered (RPG)
The Choice: Postmastered
The City Beneath: Postmastered
Favorite Unofficial Holds (I need to play more!)
Click here to view the secret text
×A Quiet Place: Mastered (no door)
Advanced Concepts: In Progress
Archipelago: In Progress (Island 12)
Break Out Of Jail: Conquered (86%)
Dr. E. Will's Mega Complex: In Progress
Hold Anonymous: In Progress
Paycheck: Conquered (75%)
The Test of Mind: Mastered (RPG)
Unfriendly Islands: In Progress
Val Unrich: In Progress
war10: Mastered (no door)
war15: Mastered (no door)
war: the truth within: Mastered (no door)
Washed Ashore: Mastered (RPG)
My HoldsClick here to view the secret text
×The Plague Within (RPG) (alpha)
Tinytall Tower (Smitemaster) (beta)
Do Not Disturb Compilation (level contributions) (in review)
Riddle of the Bar (compilation)
[Last edited by Trickster at 01-03-2013 01:15 AM]