[CF-Devel] new stat generation system.
Michael Toennies
michael.toennies at nord-com.net
Fri Feb 2 13:33:28 CST 2001
Iam in all ways a friend of points to destribute.
I all other cases, i simply try as long as i got good
points, because it makes a big difference when you
start with wisdom 10 or str 20.
So, giving the player points, and lets add him to stats is
a good way. Also, you can play more easily your favorite
chars.
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On irc discussion last night, there was some discussion about
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redoing the stat
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generation method.
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This mostly came about because peter was hacking the client so
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that it would
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automatically re-roll stats until some desired value is reached.
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Currently, the server enforces a total stats between 82 and 116. It was
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suggested that instead of rolling stats at all, just give the
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player the 116
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total to distribute between the stats as desired (just as a note,
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if we do go
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this way, I would probably make that stat total easily setable,
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so someone who
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wants to make an easy server could make the total lower, while a
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hard server
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could have a lower total). The total probably needs to be lower
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in any case, as
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if you can just set the values, it will be easier to min/max the
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stats - right
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now, for example, it is difficult for a rolled stats to be much
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lower than 8.
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It appears the rolling method is 4d6, keep the best 3.
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As thinking about this, the easy way would be for the server to
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tell the player
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what the stat total is, enter amount for str, you have x points
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left, enter
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total for int, etc.
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But then I realized a better way would be for the client to
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handle all of this
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- basically, the server would tell the client to choose stats,
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total is 130.
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Client presents whatever way it wants for the player to set those to the
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different attributes, and when the player is done, the client
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sends back to
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server the values for str, dex, con, etc. Server verifies the
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values to make
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sure they are proper, and then moves along to race selection.
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Thoughts? Its some amount of work, but overall, the amount of
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code may be
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reduced in the server and client (code to roll the stats, swap,
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them, etc, is
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handled on the server, but the client has to deal with the actual
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interaction
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with the player.)
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