Open scrom opened 8 years ago
see also issue #335
custom actions now support mission reward type actions so his is 1 step closer to feasible
this works (briefly prototyped and tested) but needs supporting data changes in all 3 lifts - something like:
{
"object": "artefact",
"name": "first floor button",
"description": "1",
"detailedDescription": "I'd hazard a guess this will take you to the first floor.",
"attributes": {
"defaultAction": "press",
"type": "tool",
"canOpen": true,
"customAction": [ "press", "push" ],
"defaultResult": {
"message": "The lift doors close and after a few seconds the lift shudders into life.
After a few seconds of motion (you can't actually tell which direction you went), a muffled recorded voice says 'First floor, doors opening.'",
"teleport": "lift-first-floor"
}
},
"synonyms": [
"one",
"one button",
"button"
]
}
the old "lift button" problem again. now that missions offer teleport, this is more feasible. the button object (artefact) could have a "teleport" attribute that names the new location (and possibly a string to explain what's going on).
the player verbs "shove" and "turn" should check teleport attributes and enact if data is found.
I think any other objects that caused player relocation would be more "special" (less repeatable) so could be handled by missions.