Make teleport fails take no time

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fuzzynord
Cornac
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Joined: Thu May 23, 2013 1:25 am

Make teleport fails take no time

#1 Post by fuzzynord »

Currently if a level is too small for the minimum distance for a teleport (~15 tiles) then it fails and takes a turn. I propose that it just fizzles and doesn't consume time or mana.

jotwebe
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Re: Make teleport fails take no time

#2 Post by jotwebe »

I like it. Would be nice if it would do something similar when trying to use short range teleportation in vaults.
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jenx
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Re: Make teleport fails take no time

#3 Post by jenx »

+1
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HousePet
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Re: Make teleport fails take no time

#4 Post by HousePet »

Having the talent return false and display a message about why it failed should do it.
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String
Cornac
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Re: Make teleport fails take no time

#5 Post by String »

I would like this too.

Peppersauce
Thalore
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Re: Make teleport fails take no time

#6 Post by Peppersauce »

Definitely.

Amphouse
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Re: Make teleport fails take no time

#7 Post by Amphouse »

Yes please.

jenx
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Re: Make teleport fails take no time

#8 Post by jenx »

And ditto for stone-walking (dwarves)
MADNESS rocks

achoice
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Re: Make teleport fails take no time

#9 Post by achoice »

+1

Frumple
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Re: Make teleport fails take no time

#10 Post by Frumple »

M'old suggestion was to have it default to furthest distance possible if minimum distance can't be reached, so teleport runes would still be potentially useful in small areas. Still, not doing anything and taking no time (and, possibly, not triggering CD) would be an improvement regardless.

fuzzynord
Cornac
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Re: Make teleport fails take no time

#11 Post by fuzzynord »

Frumple wrote:M'old suggestion was to have it default to furthest distance possible if minimum distance can't be reached, so teleport runes would still be potentially useful in small areas. Still, not doing anything and taking no time (and, possibly, not triggering CD) would be an improvement regardless.
That's another good idea. However, I don't think it should be the farthest, but rather tend toward the farthest. Otherwise you could know exactly where you'd end up and I don't think that's the point of teleport. It would need to be weighted by the distance away from the player. I think that wouldn't be too big of a pain to code, but the no action alternative would be much simpler.

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