After some discussion in chat about the effects of teleportation on an entity's weapon, here is a topic to discuss the current and intended behaviour.
The problematic commands are "
Teleport Player to"
and "
Teleport to"
. The issue arises when after teleportation, the player's or NPC's weapon lands on a monster. In the case of the player being teleported, nothing happens. The weapon does not strike and the monster is not killed, nor is it ever pushed or stunned. On the other hand, if an NPC teleports, his weapon will activate. Here the general direction of the teleportation will be used as the direction the weapon moves. Combined with the weapon type, this decides whether the monster it lands on will be killed or pushed*.
The discrepancy between player and NPC persists when performing teleportations by modifying variables _MyX, _MyY, _MyO versus _X, _Y, _O.
At the moment it seems somewhat unclear what the desired behaviour is. We want it to be the same for player and NPC, but either option has disadvantages.
- Not activating the weapon seems unintuitive, as it allows a sword and a monster to occupy the same square, without the monster dying. However, using this behaviour can probably be implemented without breaking any existing rooms. Also there are other situations where a sword can appear on a monster without killing it (e.g. swordless player getting sword back through NPC command or mimic activating token)
- Activating the weapon is more intuitive, but it will probably break some published rooms (in Lavender Levels apparently). Also activating it should probably not consider the direction of the teleportation, and instead just treat it as if the player is dropped in from above. This means the teleportation never causes a monster to be pushed, and the monster only dies if the weapon is a sword or a caber. It seems the "
Appear at"
command already uses this behaviour.
Either way something needs to be changed. If you have any thoughts, please post them here.
* The dagger seems to be an exception.
____________________________
Holds:
An Architects Audition,
Artful Architecture,
Salamander,
Elusive Exhibitions,
Leftover Levels,
Six Times Six
Collaborative:
Way Forward,
Advanced Concepts 2
Styles/Mods:
Basalt,
Sandstone,
Garden,
Clock using game elements