Zynor wrote:
Sharks can jump and clear the water entirely - a study of their predatory habits near an island off South Africa proved it.
As for those who aren't magically floating 1cm above the water... perhaps we'll rename the aggressive NPCs as something that is naturally flying, rather than something you'd expect to be swimming/leaping.
The problem stems from the fact that there is no record of how 'high' you're flying. One solution might be to add additional wilderness 'layers', essentially redescribing it as it now stands three or four times over: eg, the current wilderness (ground level-12 feet)
+ 13-40 feet in the air (flying)
+ 41-100 (flying high)
+ 101-and-above (flying highest)
+ maybe even -12 feet-to-surface for the submariners, etc.
Now, multiply the breadth and length of the realms by how many 'levels' you want, and you'll see that that's quite a building project.
Is not. Be a pain to do all of the EXITS, but the rooms themselves would only take as long as it took you to type out the commands to copy the 'In the Air' room X times as there are wilderness rooms per level of height you wanted. Granted, that'd be a LOT of rooms, so doing the exits to connect them all would be a HUGE pain...unless...IDEA!
Create about 50 'In the Air' rooms that are seperate from the ones on the edges of the map. have each one generate random exits to another of the 50 rooms in each direction except down.
For down, add a program so that whenever someone goes down, they land in a random square on the wilderness map depending on a random roll. For example:
1-10: Taslamar
11-20: Ayamao
21-30: Uxmal
31-40: Zhensh
41-50: Empire
51-60: Northern Wastes
61-70: Unclaimed Territory
71-85: Ocean/In the Air (map edges)
86-100: In the Air (remain in 'height grid')