[CF-Devel] new stat generation system.

Mark Wedel mwedel at scruz.net
Fri Feb 2 00:10:00 CST 2001


 On irc discussion last night, there was some discussion about redoing the stat
generation method.

 This mostly came about because peter was hacking the client so that it would
automatically re-roll stats until some desired value is reached.

 Currently, the server enforces a total stats between 82 and 116.  It was
suggested that instead of rolling stats at all, just give the player the 116
total to distribute between the stats as desired (just as a note, if we do go
this way, I would probably make that stat total easily setable, so someone who
wants to make an easy server could make the total lower, while a hard server
could have a lower total).  The total probably needs to be lower in any case, as
if you can just set the values, it will be easier to min/max the stats - right
now, for example, it is difficult for a rolled stats to be much lower than 8. 
It appears the rolling method is 4d6, keep the best 3.

 As thinking about this, the easy way would be for the server to tell the player
what the stat total is, enter amount for str, you have x points left, enter
total for int, etc.

 But then I realized a better way would be for the client to handle all of this
- basically, the server would tell the client to choose stats, total is 130. 
Client presents whatever way it wants for the player to set those to the
different attributes, and when the player is done, the client sends back to
server the values for str, dex, con, etc.  Server verifies the values to make
sure they are proper, and then moves along to race selection.

 Thoughts?  Its some amount of work, but overall, the amount of code may be
reduced in the server and client (code to roll the stats, swap, them, etc, is
handled on the server, but the client has to deal with the actual interaction
with the player.)

    
    


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