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. > > > 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.) > _______________________________________________ > crossfire-devel mailing list > crossfire-devel at lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel >