[b41] Volcano overlaid with Earth Wall
Moderator: Moderator
-
- Uruivellas
- Posts: 708
- Joined: Wed Apr 30, 2008 5:55 pm
[b41] Volcano overlaid with Earth Wall
I put down a volcano, and then the adventurer I was fighting put down an earth wall on top of it. Once the earth wall went away, the terrain reverted to volcano. Didn't keep attacking, though, which is good.
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated.
Currently working on Elementals. It's a big project, so any help would be appreciated.

-
- Uruivellas
- Posts: 708
- Joined: Wed Apr 30, 2008 5:55 pm
Re: [b41] Volcano overlaid with Earth Wall
You could probably do a quick fix like so.
In the volcano talent:
You can just add
So if you're overriding a temporary effect, it replaces it with the original when it expires.
In the volcano talent:
Code: Select all
local oe = game.level.map(x, y, Map.TERRAIN)
if not oe or oe.is_volcano then return end
local e = Object.new{
old_feat = oe,
Code: Select all
if oe.old_feat then oe = oe.old_feat end
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated.
Currently working on Elementals. It's a big project, so any help would be appreciated.

Re: [b41] Volcano overlaid with Earth Wall
This works for the above instance to an extent. I tested in the ambush and the stairs would reappear like I'd expect but as soon as I moved off them they would again revert to the original terrain tile.
Another issue though is say in the ambush, if you're standing on a changed tile when the stairs spawn, the stairs will be gone when it reverts back to the old_feature.
Another issue though is say in the ambush, if you're standing on a changed tile when the stairs spawn, the stairs will be gone when it reverts back to the old_feature.
Re: [b41] Volcano overlaid with Earth Wall
Alright...
I'm thinking stairs should get an on_added_to_level call and check all objects, traps, and terrain on the grid for a temporary field and remove any terrain that has it.
I think the current effects (volcano, earth wall, worm hole, etc. etc. etc.) should all have a no change flag so only one of these effects can be on a grid. Stairs should also get a no_change flag. It would prevent players from using such effects on stairs but I think the only time this will be a real issue is with traps or holes forming in earth walls but it's better then the alternative (which is a game breaking bug that's been around for awhile).
Thoughts?
I'm thinking stairs should get an on_added_to_level call and check all objects, traps, and terrain on the grid for a temporary field and remove any terrain that has it.
I think the current effects (volcano, earth wall, worm hole, etc. etc. etc.) should all have a no change flag so only one of these effects can be on a grid. Stairs should also get a no_change flag. It would prevent players from using such effects on stairs but I think the only time this will be a real issue is with traps or holes forming in earth walls but it's better then the alternative (which is a game breaking bug that's been around for awhile).
Thoughts?