On 28-Sep-01 Mark Wedel wrote: > I thought I saw code someplace such that if you worshipped a god that was > your > enemy (or you were an enemy of the god), bad things would happen. But maybe > that is just for equipping god named items. It turns out that you are correct. I happened to see this while hacking on something else a few days afer I wrote this email. so.. oops. ;) > These are hard coded, which is the real problem. Plus, the code has no idea > if > a weapon is a pointing tape or a bludgeon type, or whatever. Right.. and thats next on my list. I've been looking at your old email about object classification, and I think I want to implement that. I've been thinking along the lines of every object having a Class, Subclass, and SubSubClass.. like: Class: non-consumable Subclass: sword SubSubclass: slash I know you had some ideas on this.. I'd really like to hear those. > Wouldn't be really hard to do - just set up a table someplace in the <talking about acid/fire/cold> Actually.. I've allready implemented this, and am testing for commit. > the nice thing about getting information on the attacktype that did the most > damage is that the messages now provide a little more information. If you > have > a weapon that is say physical | fire, and the damage messages say you are > doing > physical, you can pretty much know that the monster has high fire resistance, > so > maybe switch to that phys | cold weapon, and certainly don't cast fire spells > at > it. I haven't really considered this. From looking at the code.. it wasn't obvious that that was actually happening. Is it? I'll reply to the rest later.. when I get home from work.. ;) --- Tim Rightnour < root at garbled.net > NetBSD: Free multi-architecture OS http://www.netbsd.org/ NetBSD supported hardware database: http://mail-index.netbsd.org/cgi-bin/hw.cgi