Closed andrewtweber closed 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 :)
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:
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 :>
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)
@iology that would be perfect
There's also #547 which gives us this solution:
One more solution: increase the minimum distance between rooms (fixed value or configurable).
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.