[CF-Devel] A brief introduction, and some thoughts
Tim Rightnour
root at garbled.net
Fri Sep 28 11:01:22 CDT 2001
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
>
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http://www.netbsd.org/
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