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A fix for a minor demo breaker in KDD (+1)
The original version of KDD was designed before the advent of NPCs, and when the hold was given more bells and whistles for it's re-release in the JTRH engine, two NPCs were added to Eighth Level, 4S,3E. Aside from speech, these two just stand there until the player places a mimic, and then run away in a somewhat chaotic way.
The problem with this is that since a mimic can be placed anywhere, it can be placed to intercept their escape and kill them, also providing an additional obstacle for the mimic to bump against. Furthermore, they both start directly adjacent to a tar blob, and block it's growth.
I realize that most demos broken by these factors are ones that were deliberately trying to get broken, but I have a solution anyway.
I've made them a new script, where their cue to flee the scene is either when the player gets within eight squares of the potion (the exact number of turns it takes them to leave the room) or if the threat clock reaches 27 (giving them just enough time to get clear of the tar).
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There are two types of sheep in the world. Those who jump off a bridge when told to, and those who jump off a bridge when told not to. Don't be either.
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