mxvladi
Level: Smitemaster
Rank Points: 2505
Registered: 02-11-2008
IP: Logged
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Re: Monster Movement Clarification (+4)
Well, I saw that there's no explanation about Halph and Slayer's movement in this topic. I think that it might be useful:
Halph.
General description
Halph is vulnerable to hot tiles, fegundo explosions, bomb explosions, swords, dropped bridges and briar. He is generally used to open doors or as movable obstacle for monsters. Once beethro bumps specific door, he will go and try to open it, if he can. Once beethro bumps him, he will try to follow beethro; when beethro bumps him again, he'll stop.
Movement order
Later than Beethro, mimics, decoys, fegundos, stalwarts, slayers. He is pretty much as "fast" as monsters(depends on placement - for instance, if Halph entered room on turn 5, he'll move later than any of inital monsters in the room, but earlier than spawned ones). Earlier than citizens, NPCs.
Entering the room
On each 5th turn, Halph will enter the room, if the entrance tile isn't occupied.
His enter-room move occurs earlier than anything except player's move.
Getting to the orb/pressure plate
If Halph can get to pressure plate or orb which opens door Beethro bumped, he will use the shortest aviable path to get there. If he is standing on on/off pressure plate which opens the door once unpressed, he'll think that he can't open the door.
Bumping into different door while Halph is trying to open the first one will make him try to open the one you bumped last. Bumping into door Halph can't open while he is opening some other door won't stop him or change his path - he will just ignore that bump.
Once he opened the door, he'll wait one turn and will try to return to the square where he was when Beethro bumped the door he was opening. Note that bumping into the same door once will result in Halph moving back to square where he was when you *first* bumped that door. However, bumping *different* doors(which he can open) will result in him going back to square where he was when you bumped different door last time.
If he can't return on the square where he was when you last bumped the door, he will try to get on the closest of 8 neighbouring tiles of that square. If he can't, he'll just stay on pressure plate/near orb.
If the way to the orb/pressure plate is blocked while he was going for it, he'll wait one turn and will return to the square where he was when you bumped the door last time.
Following Beethro
Halph tries to get on one of 8 squares near Beethro. If he can't, he will stop and wait until he can get to Beethro again, and will try to get to him again. Beethro's sword is invisible obstacle for Halph when following Beethro(but not when getting to the orb/pressure plate).
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Slayer
Well, firstly, I'll explain the Slayer finding you algorithm when you're entering the room first time. In fact, it's direction priority again:
W, N, E, S, NE, NW, SE, SW
It fact, this direction priority has practically no difference between itself and Halph's. So, it's explained. Now, the turning his hook to you algorithm. He turns hook to you when you're pretty close to him(less than 5 squares) and when you have sword/hook/whatever. When you haven't any weapon it won't even try to turn his hook to you.
When it can't physically reach you it tries to come to you as close as it can by using the simple Flexible Beelining movement(like aumtlich)
Also, like Halph and unlike brained roaches, he doesn't count arrows as obstacles when he can reach the player using this arrow and he counts many brain-invisble obstacles as obstacles when he can't reach player through them.
When fighting, Slayer is pretty tough enemy, but he has some weaknesses. He:
-won't kill other Slayer even if it will cost this Slayer's life;
-won't touch the bomb with the hook even if it will cost this Slayer's life;
-will try to retreat if you put your sword near by with 90 degress direction change between it and his hook;
And finally, the slayer's hook. It's the thing that tries to find the shortest way to you. I already wrote which direction priority it uses(W, N, E, S, NE, NW, SE, SW). So, what does it do when it finds the player? It makes the Slayer to go to player copying wisp's path. AFter that, when player moves, the wisp copies his/her movement and Slayer knows where to move. But when Slayer comes close enough(less than 5 squares), player can run from the wisp. PLayer's sword must be directed onto the Slayer, so Slayer will have to turn his hook and forget about wisp for a while.
Also, when there's obstacle on the wisp's path, even if it's something slayable(say, roach), the Slayer will restart finding path to player with wisp if his hook doesn't kill monster when he comes close(he's not clever enough to turn his hook and slay the monster who's blocking the path).
One of the things you should know that the Slayer doesn't always clearly follows wisp's path. If player touches the wisp's path somewhere in the middle of the path the Slayer will cut the wisp's path that goes after that middle and will continue the path in direction of the player. Remeber it!
And also, I don't know why, but the wisp resets the path when you use the tunnel even if this tunnel leads nowhere/has no pair-tunnel.
That's all I could write about Halph and a Slayer. Tell me if I've missed something.
[Last edited by mxvladi at 11-17-2010 06:44 AM]
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