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Caravel Forum : DROD Boards : Bugs : Teleportation and Weapon strikes.
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Jutt
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icon Teleportation and Weapon strikes. (+2)  
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.

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02-02-2015 at 12:59 AM
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skell
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icon Re: Teleportation and Weapon strikes. (+2)  
This should hopefully be fixed: http://forum.caravelgames.com/viewtopic.php?TopicID=38486

To summarize, teleport player and modifying _X and _Y now use the same underlying code. Teleported player triggers plates, falls down into water/pit, stabs with the weapon, drinks potions and does pretty much everything that would happen if you basically moved into the tile (except the weapon stab will be acted as a stationary stab).

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01-24-2016 at 09:11 PM
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Dragon Fogel
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icon Re: Teleportation and Weapon strikes. (+2)  
Tested by placing an orb and teleporting to a position where it would be hit in 5.1.0.6478.

Results:
-Sword and caber struck the orb.
-Nothing else did. However, wait moves with the other weapons don't strike orbs anyways, so this is a question of whether that should continue being the rule and not a bug.

Have not tested by modifying player's X and Y.
02-26-2016 at 08:38 PM
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skell
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icon Re: Teleportation and Weapon strikes. (0)  
quote:
Dragon Fogel wrote:
-Nothing else did. However, wait moves with the other weapons don't strike orbs anyways, so this is a question of whether that should continue being the rule and not a bug.

Hmm. I think this behavior makes sense, you don't do anything when you keep staff on top of a monster, so that basically means orbs react to stabs and pushes. Feel free to create another thread if you want to discuss it!

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02-27-2016 at 09:35 AM
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