[CF-Devel] Re: Poison Fog, Holy Rage, and other Force spells
Peter Mardahl
peterm at tesla.EECS.Berkeley.EDU
Sun Dec 10 22:50:28 CST 2000
On Poison Fog:
My current idea is to do it like this:
1) Implement it using a modified lower-speed ball-lightning mover.
2) 3x3 size of cloud
3) cloud would seek a target, poison it, and then seek
another target
4) Have the visual effect be 3x3 insead of 1x1 like ball lightning
1) and 3) require some moderate hacking of ball lightning to generalize
it a bit and add some features so that the targeting will ignore previous
victims. 4) also requires a moderate bit of hacking.
>
Secondly, we have not resolved Holy Rage, currently it is one massive combo
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spell, consisting of heroism (I think), armour, protections given by god,
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and speed. If you cast it a few times you very quickly become EXTRAORDINARLY
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powerful =) with a speed up at 3.00 or 4.00 =), more health and faster hp
On Rage:
I've modifed spell_effect.c in the repository so that only one of any
particular effect can be in force at a time, except armour, which may
be cast multiple times.
I.e., only ONE rage spell at a time will have effect.
Repeated castings just restart the duration counter.
I think the current state of it is reasonable. The spells effected
are: stat spells, rage, haste, protection spells, immunities.
On god-given items:
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This can be prevented by setting them to initial items and handing them
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directly into the players inventory. Is this satisfactory, Jan, can you work
Setting start-equipment to 1 on these guys seems like a great solution
to me. It even says something appropriate: "the god who lent it to you
takes it back."
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Also, I have a suggestion for acid. Could we change it to be like depleted
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stats? Instead of permanently corroding items, which makes acid one
This seems like a great idea, but one I'd like to see deferred until
after 1.0. Unless someone can do the whole coding completely in
the next couple of weeks.
PeterM
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