Many things appear to break with the Battlemage move ability, as many things that aren’t meant to move get affected by it
I was thinking of a “blanket statement” kind of way to implement some logic, such that all “shouldn’t currently be moved” objects cannot in fact be moved and break the dungeon
Consider the following:
Battle mage's ability can push the object if and only if the object currently has one or more movement behaviors active (such as wander, protect, orbit, charge etc etc)
This would mean “always stationary” stuff such as The Avatar Of The Forgotten King can’t get battlemage’d to the beach, but also as it requires “previously moving” objects to have movement active to get affected, it means that you can’t go and push MBC into the corner during his rage phase either. That would be … kinda weird
I’ve thought of it for a bit and it seems to cut down the “shouldn’t move, got moved” cases down by like 99%
of course there are always edge cases, but thats where immunities on the object/current state of obj would cover the final bit as with all status effects!
As without some sort of “base level” resistance to that thing everything in the game can be broken, and implementing a status immunity for each object that needs it by manually checking them all sounds like a ridiculously small brain & defintely-wont-miss-any-and-break-things-for-months kind of ordeal