[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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