[b34] Displace/creeping dark

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lukep
Sher'Tul Godslayer
Posts: 1712
Joined: Mon Mar 14, 2011 10:32 am
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[b34] Displace/creeping dark

#1 Post by lukep »

May be intended, but Displace cannot pass through creeping dark, as it blocks line of sight.
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edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: [b34] Displace/creeping dark

#2 Post by edge2054 »

Displace Damage?

I think that's a viable tactic. I mean Creeping Dark doesn't do much else does it?

It's not intended, the intention is that you can't Displace Damage through walls and kill monsters in vaults by hitting yourself in the face while spamming a regen infusion ;)

bricks
Sher'Tul
Posts: 1262
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Re: [b34] Displace/creeping dark

#3 Post by bricks »

Displace is the instant-cast, line-of-sight, short-range teleport that Doomed can get.
Sorry about all the parentheses (sometimes I like to clarify things).

tiger_eye
Perspiring Physicist
Posts: 889
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Re: [b34] Displace/creeping dark

#4 Post by tiger_eye »

Hmm, I don't know what's intended, but I should be able to shed some light on why it's working this way.

If the player has DarkVision and the target tile is only blocked by Creeping Dark, then "hasLOS(x,y)" would be true. However, Displace (in cursed/primal-magic) doesn't call "hasLOS". Instead, it requires that the player "has_knowledge" of the tile, which in this case is only true if the tile is naturally lit and has been seen. In a dark zone, the player will never be able to case Displace through Creeping Dark.

So, to allow Displace through CreepingDark if the player has DarkVision, remove the target parameter "requires_knowledge=true" and perform a call to hasLOS(x,y) to check for validity.

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