[Crossfire-wiki] [Crossfire DokuWiki] page changed: dev:objects
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Sat Jan 5 17:04:04 CST 2008
A page in your DokuWiki was added or changed. Here are the details:
Date : 2008/01/05 17:04
User : ryo
Edit Summary: fix format
@@ -1785,9 +1785,8 @@
If the follower doesn't already have it this item, gives it, similar
to visible items. Except, it ALWAYS gives it, upon conversion.
And on conversion to another religion, it is ALWAYS removed.
Signs and forces and skills may not be given/taken this way.
-
====== Misc change description: ======
The following area describes various comments about various pieces of
@@ -1795,36 +1794,12 @@
work. The following may not really be necessary, but I figure that it is
probably worth saving, and this seemed to be as good as place as any.
LIGHTING CODE (by Brian Thomas):
- - fast calculation of lighting. For players los (line- of
- sight)is calculated from a linked list of nearby lights.
- For monsters, no los is calculated, rather a modified
- check_wakeup routine is used to see if they will
- follow/attack players. Monsters with can_see_in_dark act
- normally in dark areas.
-
- - New attacktype -AT_BLIND. This is a pretty severe penalty
- for monsters and players alike. Players cant see any square
- but thier own, monsters can only attack/follow players who
- are in an adjacent square. Need to make the monsters stumble
- around when no player is near, rather than the current way
- in which they stand around waiting to get "ace'd". Undead
- cannot be blinded, nor should be effected by darkness. For
- other monsters, if they have immunity to blindness or can
- see invisible, they are uneffected by AT_BLIND attacks.
-
- - New spells. Some magician, some clerical. They work, but
- may need to be adjusted for playbalance. Normal spells
- available include: "light", "darkness", "sunspear", "faery
- fire" and "dark vision". All spells (but darkvision) work
- (do something) whether the lighting code is used or not.
-
- - Modified archetypes and artifacts list to encompass changes
- to the code from lighting. Also, some new archs instroduced,
- namely "flint and steel" for lighting stuff on fire and
- "torch" a source of light.
-
+ - fast calculation of lighting. For players los (line- of sight) is calculated from a linked list of nearby lights. For monsters, no los is calculated, rather a modified check_wakeup routine is used to see if they will follow/attack players. Monsters with can_see_in_dark act normally in dark areas.
+ - New attacktype -AT_BLIND. This is a pretty severe penalty for monsters and players alike. Players cant see any square but thier own, monsters can only attack/follow players who are in an adjacent square. Need to make the monsters stumble around when no player is near, rather than the current way in which they stand around waiting to get "ace'd". Undead cannot be blinded, nor should be effected by darkness. For other monsters, if they have immunity to blindness or can see invisible, they are uneffected by AT_BLIND attacks.
+ - New spells. Some magician, some clerical. They work, but may need to be adjusted for playbalance. Normal spells available include: "light", "darkness", "sunspear", "faery fire" and "dark vision". All spells (but darkvision) work do something) whether the lighting code is used or not.
+ - Modified archetypes and artifacts list to encompass changes to the code from lighting. Also, some new archs introduced, namely "flint and steel" for lighting stuff on fire and "torch" a source of light.
====== How to add new values ======
This section details how to add new fields/flags to an object structure.
IP-Address : 82.236.87.204
Old Revision: http://wiki.metalforge.net/doku.php/dev:objects?rev=1199573998
New Revision: http://wiki.metalforge.net/doku.php/dev:objects
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