Rabscuttle wrote:
Teleport to!
Well, teleporting has its own problems.
Often, you can't actually move a character (that directly ends its turn), so you have to teleport to some place. But to do that, you have to check manually for all possible obstacles, monsters, water, pit etc., just to make sure that teleporting actually makes sense. You inevitably end up with either
a) a big list of checking conditions to check for all possible mischief or
b) a small list only checking some obstacles and not allowing to build rooms with other elements.
There
is a workaround for this: teleport to a location nearby and use 'check for open move' to see if the square is available and decide on furthe raction. However, this isn't a good idea because teleporting back and forth across the room to check things out will still activate pressure plates, even if the character ends up at a different square at the end of all checking and decision making.
This is just a big build-up for my dire needs (as a corollary to this topic)
We would need something like
check for open square
that works like
check for open move
.
And,
a forteriori
We would need
check for weapon on square
that returns true/false or a composite number that indicates all types of weapons present (e.g. 1=sword, 2=staff, 4=dagger, 8=pickaxe, 16=spear etc. The number 13 would then indicate that a sword, dagger and pickaxe are crossing on that square, or present in that rectangular region).
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Autocorrect is
not my friend. Apologies for the typos.