averagemoe
Level: Smiter
Rank Points: 492
Registered: 03-22-2012
IP: Logged
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Speculation on Giant Ants (0)
In the post-mastery area of TSS, there's mention of a scrapped monster from TCB, a giant ant that leaves a scented trail. This is my rundown of how I imagine it would work.
Ants would spawn from an anthill every 10 turns, similar to waterskippers. Any square that an ant steps on will immediately have a scented trail placed on it.
If an ant can kill it's target on it's move it will do so. If it can't reach the target, it will check all surrounding tiles for a scented trail and move to the newest. If the ant can't find a scented trail newer than the one it's currently standing on, it will move like a roach.
When brained, the ant will find the square of scented trail closest to the player by brain pathmap, preferring newer bits of trail over older. If there is no connected scented trail that the player can be pathmapped to from, it will choose the one that is closest ignoring all obstacles. It will then make it's own pathmap to that square, considering all tiles without scented trails to be obstacles. If it is already standing on the target square, it will move like a brained roach.
Scented trails can be broken by closing doors on them, but they will remain on top of the door, and reconnect if the door reopens. They can be permanently destroyed by dropping them in pits or water, whether by trapdoor, platform, or bridge.
Now of course, the main reason I haven't actually scripted these is because I don't think it's possible to do so with NPCs. The closest I can think of involves setting variables for every single square in the room, and that's just for unbrained movement. So here's hoping that DROD might go into a second story arc and this will be a proper game element in a new release.
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