[CF-Devel] altars
dnh
dnh at hawthorn.csse.monash.edu.au
Thu Jun 21 21:36:23 CDT 2001
Yes. I really like this idea. We move some temples out of scorn (to far
away) and we give them the flag convert_player_religion. We make these
altars very rare (for example mostrai could be a lost relic from a by gone
era of dwarves living just east of navar).
Indeed we could even make the temple of the firegods final altar, a
special god or something the possibilities are much more interesting. I
would certainly like to see this, cause I really hate how easy it is to
kill yourself on an altar.
mids, can you conduct a poll?
dnh
On Thu, 21 Jun 2001, Mark Wedel wrote:
>
On Thu, 21 Jun 2001, dnh wrote:
>
>
> Interestingly it seems the code should move the player in the opposite
>
> direction from where he/she came.
>
>
>
> move_player(pl,absdir(pl->facing + 4)); /* back him off the way he came.
>
> */
>
>
>
> Why did I not get this affect?
>
>
It reverses the direction you are currently facing. This may not be direction
>
you approached the altar from.
>
>
Consider the case below:
>
>
>
|
>
|----
>
A
>
|----
>
|
>
>
Area to the left is a big room, and the altar is where the A is,
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and the passage is single width.
>
>
When you first come to the altar, the code above would work fine.
>
But suppose the case is now:
>
>
|
>
M|----
>
A
>
|----
>
|
>
>
With M being the monster you are attacking in melee. Reverse the direction
>
does no good, as it just puts you into a wall
>
>
Probably the easiest fix is to require something more than just praying
>
to be a following. Maybe you need to do something like
>
'use_skill praying become_follower'
>
>
or the like.
>
>
Or the idea of only some altars doing automatic conversions (as MT suggest)
>
is completely reasonable. It should be hard to come up with some flag
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that does that. Altars found in dungeons could still assist in getting
>
grace and other benefits, but would not change your religion (praying
>
over one may still have bad effects, like reducign grace).
>
>
I'm not sure making conversion from one religion to another for free is
>
a good thing. I could then see characters saying 'hmm. About to go
>
on the dragon quest - let me follow the god that gives me really good
>
fire protection. Ok, done with that, now time for undead, so let me
>
worship the undead destroying god', etc. Making the altars harder to get to
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may not make it quite so bad, but do realize that experienced players will
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quickly learn where these altars are, and they will probably end up on
>
web pages or other spoiler information, so effectively everyone will know
>
where they are.
>
>
This is one reason for the row of gods in the start town. The other is
>
that gods are very important, and before when the altars showed up randomly,
>
it could be a real pain to find the altar that you really want.
>
>
Now adding in advanced temples could be interesting. You've gained some
>
levels, and to progress your learning, you need to visit the high temple
>
of sorig at the mountain tops.
>
>
The actual effect of this could be mean several things. Each altar
>
could have a level, and this transfers to what power of benefits you
>
may get from that altar (so for the ones in scorn, praying over them is
>
not going to get you much in the way of special benefits). This level
>
could also be used to determine the maximum preist level spells you can
>
cast - so maybe you can cast up to level 5 from the temples in scorn,
>
but the high temple of sorig lets you cast up to level 15 (praying
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on a lower level altar does not reset this value lower, but to be
>
able to cast these high level spells means you need to make at least
>
one journey to the higher level temple).
>
>
Of course, this is a lot of work - new maps would need to be done,
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changes to altar and praying code, etc.
>
>
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