[Crossfire-wiki] [Crossfire DokuWiki] page added: dev_todo:companions

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Date        : 2006/09/10 11:54

User        : lalomartins

Edit Summary: created



====== Companions ======



The idea is originally ERACC's.  Mostly.  I think.  Yeah, I kind of corrup
ted it beyond recognition, but he still gets credit.



A companion is akin to a pet, but more permanent.  It's a friendly monster
, "owned" by a player.  Different from pets, they:



  * ignore the "killpets" command

  * are able to stay in one place if you tell them to, not following you e
ither in the map you are or to a new map

  * to follow you to a new map, have to actually use the exit (this one is
 still open to argument)

  * aren't summoned by spells; the weaker ones can be bought, the more pow
erful ones are quest rewards

  * gain experience and **level up**; they will also use equipmet you give
 them if you tell them so (and they have the body for it)



You can give orders to your companions.  For that purpose, each one should
 have an unique name.  You then use a command, like:



  * ''order stay silver'': tells your companion ''silver'' to stop followi
ng you

  * ''order follow'': tells all your "active" companions to follow you (or
 come to you if they're far)

  * ''order stay .'': tells all your companions in the same map as you to 
stay

  * ''order stay silver bob'': tells ''silver'' and ''bob'' to stay

  * ''order apply (large morningstar) bob'': tells bob to equip (or unequi
p) the large morningstar you gave it

  * ''order drop (large morningstar) bob'': tells bob to drop his large mo
rningstar



The logic for following (or coming to you) can't be too complicated.  I'd 
say they'll follow you one map away at most; if the map they're on has an 
exit to the map you're in, they'll go to that exit, use it, then go to you
.



===== Flags =====



These "modifiers" apply to any kind of companion.



==== Carriable  ====



Companions you can carry on you.  It may refer to really small ones (like 
killer bees), or magical companions that "become" a small object when you 
don't need them.  The UI for that is that you give the companion an order 
("return"), and it becomes an object on your inventory.  By dropping this 
object, it becomes the companion again.



==== Large =====



These won't follow you trough exits if the map you're on is outdoors and t
he one on the other side isn't.  We may later on add a flag or some other 
way to signal that large companions should be allowed in a map (or trough 
an exit).  To be used basically to keep horses out of shops...



===== Flavours =====



Companions come in a few "flavours" (subtypes, internally):



==== Fighting companions ====



These behave just like pets (following your current petmode), and will wor
k together with any pets you do have.  Like for pets, if a fighting compan
ion summons a pet, that will be *your* pet.



If they are set up to pick up objects and they pick up something expendabl
e (like a scroll, book, potion), they will hold it for you rather than usi
ng it, unless you tell them otherwise.



Not too sure yet how to handle movement.  They may swap places with you li
ke a pet, or maybe just not block your movement.



==== Mounts, simple ====



These are basically transports, but they will only allow you, your compani
ons, and your party colleagues to "board", besides the added benefits of a
llowing you to call it to you.



These don't block movement by default, even if you're mounted.  (So runnin
g into you won't attack you, but someone can still attack you explicitly.)



==== Mounts, special ====



Like simple mounts, but they never follow you.  If you dismount and walk a
way from it more than a few squares, it will roam away; when you want it a
gain, you have to call it.  This is meant for super-high-level mounts, lik
e tamed dragons or pegasi.



==== Messengers ====



Non-fighting; but you can tell it to go to another player, up to one map a
way (using the same logic as they use for following you).  The companion w
ill tell you once it gets there, and then you can order it to, for example
, drop an item for the other player, or pick something up and come back to
 you.



==== Guardians? ====



Just a wild idea, for permadeth servers.  They're non-fighting normally (m
aybe even always carriable), but if you die, they pick up your corpse, try
 to find a safe spot, and become combative.  The idea being that they'd ke
ep the corpse safe until your partymates can rescue it.  Good ones should 
be **really** hard to find though.





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