Hey
If you play Nethack/ADOM/other roguelikes, you probably know what I am up to.
Picking up Teleportitis Potion would toggle Teleportitis effect. Just like with Invisibility.
Now the fun part: while Beethro is under effect of Teleportitis, the following things are done at start of each spawn cycle:
1) If there's a Teleportation Marker somewhere, Beethro is placed at that location.
2) Remove Teleportation Marker
3) Place a visible Teleportation Marker at Beethro's position. On same layer as Force Arrows.
So, essentially, this effect teleports Beethro to place he was 30 turns ago. It is done at beginning of spawn cycle.
Errata:
- I guess it's not possible for Force Arrow and Teleportation Marker to occupy the same square(can Wisps and Force Arrows be on same square?). So I think Teleport Marker is not placed if Beethro is on Force Arrow square at the moment.
- What should happen if Teleportation Marker is placed on Trapdoor ? They tend to collapse, you know. I propose something like this: after 30 turns, if Beethro is still on the same square (meaning that trapdoor is still trapdoor, not pit), Beethro is teleported there so basically nothing happens. However, if Beethro already left the square and it's a pit now, Beethro dies at the moment of teleportation.
So in case it's placed on a trapdoor, Beethro has to finish room in 30 turns after leaving trapdoor square ! Doom counter...
Alternate solution would be that Teleportation Markers are simply not placed on trapdoors, so Beethro wouldn't be teleported in this spawn cycle.
I think this could be pretty fun item to play with. Beethro could afford making (heroic) suicide runs. Or it would simply disturb him and make things harder.
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