[CF-Devel] PR (Partial resistance)

Andreas Vogl andi.vogl at gmx.net
Mon Nov 13 07:13:43 CST 2000


Mark W. wrote:

>
     
      > 3) Determine values for the current resistance and immunity
     
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      > and write a quick program to sort through archs and change all
     
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      > to partial (ie prot -> 33%, Immunity -> 90%)
     
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      This actually does not need to be done right away.  For testing
     
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      purposes, it may be easier to add something like this to the item
     
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      loading function:
     
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      If protected/vulnerable/immune to attacktype, assign default value
     
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      to the relevant protected field.
     
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      This at least gets you up and running quickly, and probably should
     
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      be done anyways (with a debugging statement), simply becauses there
     
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      may be old maps out there that don't get converted right away.
     
     
Good point. Maybe we should just leave the old style immunities
working as they do (in the code)? It might be desireable to give
monsters or non-equipment-items 100% immunities for some reason
(e.g. make a crystal that cannot burn, etc).
And what we like to change can be done in the maps and archs.
For the old-style protections, we can assign a default value as
Mark proposed.

That way we could do the changing and re-balancing slowly and step
by step. We would skip the period of "chaos and anarchy" that could
otherwise happen shortly after the patch.

>
     
      Now there are some issues that may be of debate. Like should
     
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      immunity potions really be 100% or instead something like 90%.
     
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      Same for some monsters.
     
     
Potions should definitly NOT give 100%, because I don't want to have
all the work on this patch wasted!
I think they should give an absolute value of about 80% and not add up
on the player's protection. So when a player gets equipment with good
protections it will be more and more inefficient to use potions.
That way low-level players get the help they need, while high-level
players don't.

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      Also, if/when the protected, immune, and vulnerable fields go away,
     
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      i think there may be some objects that use those for non obvious
     
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      purposes (I think the gods code did so at one time).  That ability
     
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      will be gone.
     
     
Uh oh. Very important to track these down.

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      I actually don't think getting it working will be that hard.
     
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      Getting it balanced will be the much harder part, as that entails
     
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      twiddling values of the object, running again, seeing if it works 
     
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      out correctly, etc.
     
     
That is exactly how I feel about it. I'm willing to help with all the
balancing stuff, but someone must first code the patch... =)

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      As a side note, currently armour in the object structure is an 8 bit
     
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      signed value (-127 to 127).  If we presume the vulnerable equals -100
     
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      protection (double damage which is currently the case), you probably
     
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      want to use 16 bit values to reduce the danger of overflow if someone
     
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      has a few vulnerable items.
     
     
Using 8 bit values would be a terrible mistake. Those have already caused
so much troubles in the past.. It is still possible to get various kinds
of buffer overflows on different stat-values (ac, dam, etc).
So please use 16 bit.

Also, I would be very interested in the exact calculations that we're
about to use in the PR-patch. How much prot. will a player get for
wearing an amour with 99% fire resistance? How much % resistance on
equipment is required to reach 99% as a player? ...


Andreas V.

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