[CF-Devel] PR (Partial resistance) (fwd)

Mark Wedel mwedel at scruz.net
Sun Nov 12 22:49:58 CST 2000


>
     
      Date: Sun, 12 Nov 2000 11:49:32 +0100
     
     >
     
      From: Michael Toennies <
      
      mtx93 at tzi.de
      
      >
     
     >
     
      To: 
      
      dnh at hawthorn.csse.monash.edu.au
      
      
     >
     
      Subject: RE: [CF-Devel] PR (Partial resistance)
     
     >
     
     
     >
     
      What we need for this is, to add a update to the STAT cmd so the client
     
     >
     
      knows then the value.
     
     
 When the protections are done, thus would not be hard to add.  Since for
efficiency, all the protections have to be calculated and the end result stored
someplace handy, getting these values would be quite easy.


>
     
      If you go in heavy fights, you often gets some lags, makes it impossible to
     
     >
     
      safe you
     
     >
     
      if your hps starts to go down. Also, the "wear off" messages of the potions
     
     >
     
      vanished in
     
     >
     
      the mass of messages you got in the text windows, even if you toggle the
     
     >
     
      message level.
     
     
 One thought I had if I was to do another client would be split the message
window in a few places.  So for example, have one section that is just for
messages to/from other players & npcs, perhaps another which just contains the
attack messages (which you usually don't care about), and maybe another with
these other relevant messages.

 You could sort of do that now by checking the suggested color for the message. 
This isn't perfect, but might be reasonably accurate.

 It would in fact probably be better for the server to not send a color, but
instead a flag about what the message is about, and let the client determine how
they want it displayed (maybe I want my 'gain level' messages in blue and not
red.

 I'm not sure how many different categories there would need to be, but I could
think of these:

 1) Player conversation messages (tell, say, shout)
 2) attack messages dealing with damage.
 3) other attack type messages (item is corroded, exp has been drained, etc)
 4) experience status change messages (gain/lose level)
 5) ability type messages (stronger/weaker, faster hp regen, etc)
 6) object messages (examine)
 7) shop messages (sell, buy, listing)
 8) There is a big group of misc. messages that are in response to player
commands (maps, who, version, etc), and it probably is not worth it seperate all
of those. 

>
     
     
     >
     
      Much better will be, if you lose the potion protection in 10 or 5% steps
     
     >
     
      every second,
     
     >
     
      after they wear off! And this can then the player see in the resistance bar.
     
     
 Possible, but a bit more work.  It has been suggested that this get done for
spells (in the TODO list), and since potions are basically just spells you
drink, doing it for one would basically do it for the other.

>
     
     
     >
     
      This will be very nice in game play, also for newbies who try out items and
     
     >
     
      potions, they will
     
     >
     
      see the effect.
     
     
 I thought for the most part, whenever you consume a potion, you pretty much
know what it is.  Of course, you don't know when it will wear off.  Some people
may actually think the uncertainity of such spell effects makes the game more
interesting/challenging (and it certainly does).

>
     
     
     >
     
      This is also good "game play" because if there is a potion of fire res in
     
     >
     
      real and you hold the
     
     >
     
      finger in a fire, you will find it out very directly. :)
     
     
 Actually, you need to drink potions for them to take effect, so the dipping
method does not work.

 Note that if you do have the skill alchemy, applying that skill will attempt to
identify any potions you do have.  So you don't need identify scrolls or the
like.  Of course, using the skills to identify stuff doesn't always work
(however, it does not give false results - it just simply fails).

    
    


More information about the crossfire mailing list