The "
attack tile"
command is useful, but it could be even better. Here are my thoughts:
•
Partial stun. The target acts like they were hit but not pushed by a blunt weapon, so they can't take an action on this turn. (I'd love if this could affect large creatures like snakes and rock giants!)
•
Full stun. The target acts like they were hit and pushed by a blunt weapon, so they can't take an action on this turn or the next. (This command won't actually try to move the target anywhere -- that would be a separate command. And again, I hope this can stun the unstunnable.)
•
Burn. The target acts like they ended their turn on a hot tile.
•
Incinerate. The target acts like they ended their turn on an active firetrap.
•
Drop. The target acts like the floor dropped out from under them. Creatures that can't fly are killed, and objects that can't hover are destroyed. Maybe this could also drop trapdoors.
•
Drown. The target acts like they were dunked into water. Creatures that can't swim or fly are killed, and objects that can't float are destroyed. Maybe this could also drop trapdoors.
•
Sink. The target acts like they were dunked into shallow water. Creatures that can't swim, fly, or wade are killed. Objects that can't float are either destroyed or turn the tile into shallow water.
•
Oremites. The target acts like they ended their turn on oremites. At the moment, this would only affect constructs and construct rubble.
•
Bump. The target acts like they were bumped by the player. At the moment, this would only affect Halph, but maybe it could trigger orbs if the player role or power token status is appropriate.
Some of these won't make sense without the right audiovisual cues, which is why I want to expand the list of game effects:
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Drop. This plays the animation of whatever's on the tile falling into a pit, and optionally plays the whooshing sound.
•
Drown. This plays the animation of whatever's on the tile falling into water, and optionally plays the splashing sound.
•
Partial stun. This displays the fading whirls of a partial stun effect. The effect dissolves over a few seconds. The "
choose direction"
option moves the center of the whirl slightly away from the center of the tile.
•
Full stun. This displays the persistent whirls of a full stun effect. The effect lasts until the start of the next turn, then either fades in real time or disappears instantly. Again, "
choose direction"
offsets the animation by a few pixels.
•
Swirl. Not an addition but a behavior change, specifically
this. I think Nuntar makes an excellent case to let the swirl focus on any tile, not just the player.
I think these would make the scripting engine more versatile.