Original poster here: IT would not necessarily need an exhaustively documented scripting for players (in any DCSS game) to be told. Maybe some thin as simple as:
"Searching, Scrolls, Wands or other devices may aid in passing through this point.", or ... "There seema to be something Hidden" Note your not telling WHERE to use it, and your not disclosing which one to use; but you are saying there might be something else here and it can be reached. In Macintosh FIleMaker we call these messages 'Tiptools'. They can be elaborately scripted to exhausted ends, and DCSS basically does this already with saying "Floor", "Wall", "Shaft", "Apple", etc. The hard pert might be ... determining what the search conditions are for the message (i.e. two squars left or right of the point, or x distance away. And more exciting would be to have certain races find carting things (i.e. trap doors, secret doors, level extensions, even stairs!) Anyway just a thought guys! Peter Kelley St. Paul, MN USA ----- Original Message ----- From: "DCSS Bug Tracker" <man...@crawl.develz.org> To: mstr...@q.com Sent: Wednesday, August 10, 2011 2:20:47 PM Subject: [DCSS 0001099]: the translucent stone zones at lower levels A NOTE has been added by SamB. ============================================================================ https://crawl.develz.org/mantis/view.php?id=1099 ============================================================================ Reported By: MstrPBK Assigned To: doy ============================================================================ Project: DCSS Product Branch: 0.5 ancient branch Issue ID: 1099 ---------------------------------------------------------------------------- Category: FR: Gameplay Balancing Reproducibility: always Severity: minor Status: resolved Resolution: no change required Fixed in Branch: 0.7 old branch ============================================================================ Date Submitted: 2010-03-18 08:22 CET Last Modified: 2011-08-10 21:20 CEST ============================================================================ Summary: the translucent stone zones at lower levels ---------------------------------------------------------------------------- Are they supposed to be penetrable at low levels? IF so I am not seeing any hints how to do pass trough ('cept in one case there was a stair case inside), ... and ... IF not may I suggest they be sequenced in the game for later. MstrPBK St. Paul, MN USA ============================================================================ ---------------------------------------------------------------------------- (0003468) doy (developer) - 2010-03-18 08:27 https://crawl.develz.org/mantis/view.php?id=1099#c3468 ---------------------------------------------------------------------------- They can be penetrated by any normal method for getting through walls - digging, disintegration, etc. And it's not necessary to do so anyway. ---------------------------------------------------------------------------- (0003473) MstrPBK (reporter) - 2010-03-18 08:37 https://crawl.develz.org/mantis/view.php?id=1099#c3473 ---------------------------------------------------------------------------- takes note of that fact for the future ... thank you ... MstrPBK ST. Paul, MN USA ---------------------------------------------------------------------------- (0014125) SamB (reporter) - 2011-08-10 00:55 https://crawl.develz.org/mantis/view.php?id=1099#c14125 ---------------------------------------------------------------------------- It would be nice if hints mode would make such suggestions when the player encounters areas of this type (anything visible but requiring special equipment to access, basically) in the early map levels... ---------------------------------------------------------------------------- (0014133) due (developer) - 2011-08-10 09:43 https://crawl.develz.org/mantis/view.php?id=1099#c14133 ---------------------------------------------------------------------------- It might be possible for some vaults to come with a "hints-mode message" that explains the purpose of the vault. This message could then be displayed the first time the player encounters it... Perhaps, perhaps not! I'm not sure. ---------------------------------------------------------------------------- (0014143) SamB (reporter) - 2011-08-10 21:20 https://crawl.develz.org/mantis/view.php?id=1099#c14143 ---------------------------------------------------------------------------- It seems likely that having a different message for each vault would be a bit excessive; perhaps it would be better if they would somehow *refer* to such message(s), and keep them in a separate table somewhere? Issue History Date Modified Username Field Change ============================================================================ 2010-03-18 08:22 MstrPBK New Issue 2010-03-18 08:27 doy Note Added: 0003468 2010-03-18 08:27 doy Status new => resolved 2010-03-18 08:27 doy Fixed in Branch => 0.7 development branch 2010-03-18 08:27 doy Resolution open => no change required 2010-03-18 08:27 doy Assigned To => doy 2010-03-18 08:37 MstrPBK Note Added: 0003473 2011-08-10 00:55 SamB Note Added: 0014125 2011-08-10 09:43 due Note Added: 0014133 2011-08-10 21:20 SamB Note Added: 0014143 ============================================================================ -- Peter Kelley St. Paul, MN USA ------------------------------------------------------------------------------ uberSVN's rich system and user administration capabilities and model configuration take the hassle out of deploying and managing Subversion and the tools developers use with it. 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