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[Fixed for V0.38] SWAP_LOCAL isn't local enough

Posted: Fri Apr 07, 2006 7:53 pm
by Sophia
I'm not sure if this counts as a bug, or if it's intended, but it seems weird to me...

Anyway, if an object is doing a SWAP_LOCAL as part of an explosion/expire combine and it's on/over the floor, I feel like it shouldn't affect more squares than the one it's currently sitting on/over. Right now it can.

Posted: Fri Apr 07, 2006 8:00 pm
by beowuuf
Yeah, i think i noticed this too - i was trying to swap a pillar to null with a spell, and it worked - but i relaise now it shouldn't as the spell would have expired on the square infront. But, as in the case above, that's useful! Maybe you could isolate the 'feature' and have it as 'swap_local_near' and then have a swap_local that works only on the floor tile

Posted: Fri Apr 07, 2006 8:05 pm
by Sophia
Good point-- maybe finer control of the SWAP system is what's really needed.

I would advise to not change the defintion of SWAP_LOCAL (that confuses dungeon designers!) instead adding one called SWAP_SQUARE or the like, if this is the fix.

Posted: Wed Apr 19, 2006 3:43 pm
by George Gilbert
Fixed for V0.38