[CF-Devel] Armour type resistance
Peter Mardahl
peterm at tesla.EECS.Berkeley.EDU
Tue Nov 14 14:04:40 CST 2000
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I agree with Mark, the armour code is very good I think right now as it
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tapers of well, perhaps we could even make it tapering off lower?
I like that behavior as well.
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And what about Acid? I think we should leave that as protection and
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immunity although I don't like how immunity doesn't protect your items. I
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can see the logic, but I still don't like it =)
Hmm, yes, I guess we cannot use the old protected + immune == protects items
hack anymore. How about >100% protection Acid protects items?
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Perhaps PR should only work for the major attack_types?
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Magic/Fire/Ice/Elec/God_Power? and of course physical which is just
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armour. Although if physical is armour, what then is the purpose of
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protected phys? Wouldn't it be better to convert protected armours into
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arm +50% or something? (obviously not 50%). Hmmmmm
I think ALL current protections should be set to 33, for items,
and 50, for protections on living things. I think this default will
produce a balanced game at the outset of the new protection scheme.
Immunities should add 100% protection as before, at least to start.
We can then go through and modify some monsters, maps, artifacts,
and treasures as needed.
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changes in. Pete has already finished the Immolation spell for ruggilli
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and the Creeping frost for devourers. These changes are quite big and I
These are not spells. They're more like abilities. If Immolation +
Immolation_immunity is placed in a player, he may set fire to someone
he hits, and it is a god-driven fire. The player does NOTHING to
explicitly turn it on.
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don't want to do something and get told after I have done it all that it
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is no good. Speak now or forever hold your peace ;)
Give it a week or so as a review period, dnh. Some of the less active
contributors may need a bit of time. However, I will ask: the
gods mod is a major shift in direction, everyone interested please weigh
in!
PeterM
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