[CF-Devel] improving the PR-code (patch written)
Peter Mardahl
peterm at tesla.EECS.Berkeley.EDU
Mon Dec 11 15:29:42 CST 2000
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I tested the new PR code and felt that it is good, but still
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not perfect.
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The calculation for partial resistances works well for
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positive values, but for negative it doesn't. Examples:
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+50 and -50 makes +25 ...huh?
I think this case is actually good. At -100, it'd be
VERY hard for a troll to resist fire even with lots of items.
Mark's system makes it possible, though stillhard.
Also, a cap of +0 for a troll would be rather harsh.
How about this modification:
use your system, but
-50 ==> double damage (-100 ==> quadruple damage)
give trolls and wraiths -30 (1.6x damage)
and their "cap" would be +70?
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-40 and -40 makes -96 ...d'oh!
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Moreover, the way potions work doesn't please me. We've created
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partial protections to get rid of immunties. But potions still
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grant +100% (immunity). Hence, not too much has really changed yet.
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Now I've written a patch, to make the PR-calculations perfect.
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Get it at <
http://mids.student.utwente.nl/~avogl/pr_patch.tar.gz
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(read INSTALL.txt for installation hints).
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Here's what my patch does:
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o I calculate positive and negative resistances seperately. The
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negative res. are calculated exactly like the positive. Then I
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take: "overall resistance = total positive - total negative".
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Advantage: Negative resistances are calculated in a "logical" way.
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For example: +50 and -50 makes zero. -40 and -40 makes -64.
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o Many People have stated their wish for "caps" on resistances.
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With my scheme vulnerabilities work automatically as caps for
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protection. Example: While wearing one item with fire -20, you
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cannot get more than fire +80 overall from equipment!
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(it's simple: +100% -20% = +80%)
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This will greatly help to balance powerful artifacts. If there
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is an artifact with "cold +100", we add a "fire -5" and violà:
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Impossible to get both cold +100 and fire +100 by using that
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item!
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And if one is forced to live with hight vulnerability for
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permanent (like wraith: fire -30), one can still use a potion
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to go beyond the natural cap (see next point).
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o Potions work completely different than before. The so-called
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"immunity-potions" grant an absolute value of 90% protection,
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independant from the players's equipment and properties!
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Minor potions/balms grant 50%. If the player has already got
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more protection than that, the potion won't have any effect.
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Example: I have fire +50 and drink a "potion of fire res."
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- so I get fire +90. If I have fire +95 by equipment and drink
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the same potion - nothing happens.
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Great advantage: While newbies can use potions very efficiently,
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high-level characters can't abuse them to beat the game.
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90% resist. is good for killing some dragons, but it won't
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suffice to kill a "grandmaster wizard" at clevel 18.
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o Cursed resistance potions are working now (have been broken
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before). They give a temporare vulnerability, but can be
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overriden by uncursed potions of the same resistance-type.
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Like all potions they give an absolute value (-100% or -50%),
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so they are truely dangerous while in effect.
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o Protection spells work different than potions. Their effect does
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add to the player's equipment. (Maybe +50% resistance for spells
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is a bit too much though... I consider changing it to +30%, but
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this is not part of my patch yet).
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I think this is fun because it makes combat more interesting:
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While your equipment might already be good you still have the
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option to gain an additional 30% by casting that spell. Not
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much, but maybe the small tweak deciding over life and death.
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(Fortunately, Peter has modified the spells so that no more
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than one protection spell (of same type) can be in effect)
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o When the player's state of resistance changes, a new kind of
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message shows up: The percentage of the new (current) resistance
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is displayed. I consider this very helpful, especially in combat.
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It just plain sucks to need a rod of perceive self all the time.
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That worked fine while there was no more than two classes of
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resistances (prot. & immu.), but now this is no longer acceptible.
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Okay, that's all. I know this might be hard to understand without
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being able to test it. Now this is why I wrote the patch *before*
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starting to babble about it.
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Maybe some of you might be afraid that there are some cute little
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bugs lurking in my patch. Well, look at it and you'll see that it
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is real easy code. In fact I have tested it seriously and even more,
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I have *fixed* some bugs with my patch. But still, nobody's perfect...
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at least I tried my best.
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Like you can all imagine, I would be glad if this peace of work
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found common acceptance. I believe it would really add a great deal
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of both gaming-fun and game-balance.
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Andreas V.
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