Repeated paralysis (even of short duration, like 2 ticks) is still a problem if you're bathing in paralysis spells. Long ago I proposed a scheme like this: 1) If person gets paralyzed, when he recovers, he is safe from paralysis spells/attacks of equal or lower level for a certain amount of time 2) If he saves from paralyze, he is safe from paralysis spells/attacks of equal or lower level for a certain amount of time 3) Protection should *also* reduce paralyzation duration. This won't be hard to implement. Whenever you hit someone with paralysis, you put a force into him (if not already present). If a paralysis spell detects this force at equal or higher strength, it won't paralyze. Then, after you check/place the force, you check to see if the player makes his saving throw or not. If not, THEN you paralyze him for a few ticks. This can work similarly for monsters, except they'd (to make the game fun) be paralyzed for more ticks. A similar approach is also sorely needed for deathstrike spells such as banishment and face of death. These spells hit many times, and each time they have a chance of causing instadeath. Each spell should get ONE chance to instadeath a monster, not dozens. I really think this approach can save the paralysis attack from its present irrelevance, and bring a far better balance to the various deathstrikes. PM > Tim Rightnour wrote: > > > > On 22-Nov-01 Peter Mardahl wrote: > > > I think the game is too fast to allow anything more than > > > split-second paralysis, because otherwise, you may > > > as well make paralyze an instant deathstrike. > > > > I don't have a problem with split-second paralysis, thats not so bad. As l > ong > > as you can't get yourself into a box where you are getting paralized repeat > edly > > and can't do anything about it. Long drawn out paralysis is harsh though. > > Thats the difficult part. > > IF paralysis just lasted say 5 ticks (a bit more than half a second), it is > a > pretty big disadvantage. If you happen to get paralyzed and then some damage > spell is cast, that will hurt. > > Note that protection from paralysis could effect that (eg, if you are 60% > protected, it is now 2 ticks). > > The difficulty is preventing the case where you just continually get > paralyzed. If you are just fighting one monster with the spell, chances are > you > are OK (because the monster will probably choose some other spell to cast or > you > may make your saving throw or whatever). The problem is lots of maps have li > ke > 20 beholders, of which a non trivial portion will cast paralyze, making it so > you may constantly get hit by it. > > Making it so it prevents movement could be interesting (eg, paralyzes your l > eg > muscles only). This means you could still drink those potions or cast those > spells (including remove paralysis) to survive it. This would make it simila > r > to confusion right now in some sense. However, if this option is chosen, the > n > it should still have a longer duration. For monsters, it could still complet > ely > paralyze them. Putting in code to do this would not be that difficult - just > need to check to see if the player is paralyzed in the movement routines. > _______________________________________________ > crossfire-devel mailing list > crossfire-devel at lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel