I feel like these just aren't working together. Some are OK, like the fire-burst trap, since it gives you a little time to get into a safe position. However, the beam trap and the poison cloud trap both conflict heavily with auto-explore. The beam trap seems especially problematic because 1) it doesn't animate well, looking more like a spinning turret than a persistent beam, 2) auto-explore doesn't know to avoid the beam, and 3) things moving in circles on a grid-based, turn-based game is really odd. Here are a few ideas:
A low- and high-level version of the spinning beam trap. Damage + silence/stun/nevermove is extreme at low levels.
Limited durations, where applicable, and limited charges. Should be true for all traps, IMO.
While the poison cloud trap does have charges, the way in which it hits you from range causes it to break auto-explore multiple times, without offering any real danger or tactics. I'm not so sure what to do about this one, but it could be two parts; first, you step on the trap 'poisonous mushroom', which destroys the trap and spreads 'poisonous spore' traps throughout the room randomly. Stepping on a 'poisonous spore' would then release a small ball of poison damage and destroy the spore. Similar to the current implementation, but a little more logical and more compatible with auto-explore.
Change some of the complex traps to stationary actors, as opposed to map objects. Then you could actually destroy the trap. Give them stealth, only activate when the player comes in close range, and allow the trap-disarm skill to instantly deactivate (kill) the trap-actors.
Reducing conflicts between auto-explore and complex traps
Moderator: Moderator
Reducing conflicts between auto-explore and complex traps
Sorry about all the parentheses (sometimes I like to clarify things).
Re: Reducing conflicts between auto-explore and complex trap
I concur, especially tye spinning beam trap is really frustratingly deadly at low levels.
Another tweak to autoexplore i'd like to suggest is that it should stop when a party member takes damage. I tried to find it in the code, for about 3m but i couldn't find it. I'll check again soon.
Another tweak to autoexplore i'd like to suggest is that it should stop when a party member takes damage. I tried to find it in the code, for about 3m but i couldn't find it. I'll check again soon.
Re: Reducing conflicts between auto-explore and complex trap
Probably the best place to add this would be in "Actor.lua" in "onTakeHit". Check if the actor is a party member of the player and if the player can see the actor being hit, then call 'game.player:runStop("party member (%id_of_member) taken damage")', and the same thing in "on_set_temporary_effect".Canderel wrote:Another tweak to autoexplore i'd like to suggest is that it should stop when a party member takes damage. I tried to find it in the code, for about 3m but i couldn't find it. I'll check again soon.
darkgod wrote:OMFG tiger eye you are my hero!
Re: Reducing conflicts between auto-explore and complex trap
Trying to avoid the radius of blighted soil like it does traps & water would also be nice.