Attnam / ivan

Iter Vehemens ad Necem - a continuation of the graphical roguelike by members of http://attnam.com
GNU General Public License v2.0
301 stars 43 forks source link

TX entrance blocked off #541

Closed andrewtweber closed 5 years ago

andrewtweber commented 5 years ago

Well this is awkward :D Luckily I had a pickaxe and could dig through the house. This could've been game-ending though if I didn't.

An easy solution would probably be to move those guards up one spot to be next to the wall instead of in front of it.

tx

AquariusPower commented 5 years ago

I think is this, XinrochTomb.dat line 164:

Square, Pos 28, 51; { Character = guard(TOMB_ENTRY); }
Square, Pos 32, 51; { Character = guard(TOMB_ENTRY); }

could be this then

Square, Pos 29, 50; { Character = guard(TOMB_ENTRY); }
Square, Pos 31, 50; { Character = guard(TOMB_ENTRY); }

I am quite sure there is another related issue that could be closed after confirming that fix work :)

andrewtweber commented 5 years ago

I would also want to expand the opening to 5 spaces. That way if the guards are standing inside the entrance, there are still 3 spaces for the player to pass through.

or maybe we could add a little nook for them to stand in. Something like this:

53688527-00457f80-3d0b-11e9-973f-1eaa2c9fec12

AquariusPower commented 5 years ago

I tried to find 3 spaces (the entrance) on that file, but found none, not sure how it is created I guess also, if we put one guard above and another below, it "may grant" that house wont spawn blocking the entrance, and also allow we to pass thru, but it may look funny :>

jakwings commented 5 years ago

Another solution: mark the floor tiles under the guards' feet as a placeholder.

 GTerrainMap
 {
   Pos = 4,5;
   Size = 33,31;
   Types
   {
     # = BLACK_GRANITE solidterrain(FLOOR) { IsInside = true; }
     - = BLACK_GRANITE solidterrain(FLOOR) { IsInside = true; }
     | = OCTIRON solidterrain(FLOOR) { IsInside = true; }
     % = RUBY solidterrain(FLOOR) { IsInside = true; }
+    @ = SNOW solidterrain(SNOW_TERRAIN) { IsPlaceholder = true; }
   }
 }

(I'm not familiar with the config :p)

andrewtweber commented 5 years ago

@iology that would be perfect

ryfactor commented 5 years ago

There's also #547 which gives us this solution:

clipboard01

jakwings commented 5 years ago

One more solution: increase the minimum distance between rooms (fixed value or configurable).