[CF-Devel] some additional mods concerning PR
Andreas Vogl
andi.vogl at gmx.net
Fri Dec 15 10:31:15 CST 2000
I've done some further mods concerning PR. They are
rather "harmless" changes and most of them have been
settled in discussions on the list some time ago.
So I decided to commit them to cvs right away.
Here's what changed:
lib/artifacts:
Numerous adjustments to the random-artifacts
concerning PR.
common/living.c:
Player chars that cannot wear armour (like quetzal and
fireborn) gain in addition to ac a small amount of
armour (= resist_physical) per level. A maxed out char
(level 110) will get 80% armour.
This is not too much, but at least a little help.
server/attack.c:
Acid will only corrode equipment while the player has
less than 50% acid resist.
Note that acid corrosion makes players feel *very* unappy
since there is no way to reverse the process (yet).
Moreover, this change was absolutely neccessary since I
do not intend to hand out any artifatcs with
"resist_acid 100".
server/spell_util.c:
server/time.c:
include/sproto.h:
Patch for spell/missile reflecting:
The "reflect spell/missile" flag does no longer provide
living creatures with perfect immunity to projectiles.
There is a missing chance of: 10% + level of projectile / 10
This does apply for all kinds of magic bullets/missiles,
arrows, bolts and thrown objects.
Smite spells and bolt spells are not affected, they will
always bounce off.
server/spell_effect.c:
Done some more cleaning and adjusting for the protection
spells. E.g. it is no longer possible to have both a god's
blessing and a holy possession in effect.
Also removed is the ability to add holy bless/poss. effects
of more than one god to a char.
changes to the archetypes:
Fixed up the god's arches. Reducing vuln. fire/cold.
I renamed the "potion of restoration" to "potion of life".
This shall help people understand that the potion has
absolutely nothing to do with the restoration-spell.
Andreas V.
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