[CF-Devel] patch for generators to create special ability monsters

Norbert Irmer norbert.irmer at t-online.de
Sun Apr 14 08:48:03 CDT 2002


Hi,

Putting a monster in the inventory of the generator and copying it, is
a nice idea, since it is more flexible and faster. Perhaps one could even
use the 'copy_object()' function for it.
The 'move_creator()' function has a big contra, it currently just handles
single square things (that was the reason, i used the 'generate_monster()'
function, which works fine).

I wanted some powerful disease rods as a reward for my quest (and i had
in mind to make them god-given, just forgot it). But i had to realize, that
diseases are quite weak , and its quite difficult to kill anything with 
them.
But after some experimenting i found out, that flu level 107 is quite
useful, even for a high level character (the leprosy level 107 horn is 
just fun
stuff, since it takes much to long to kill st with it and isn't very 
infectious; but
at least it is possible to kill dragons with it (though this takes a few 
minutes,
but its fun seeing them crumble to pieces:)))

Yes, you are right, the storyline is missing. I need some good ideas. I 
think
i have to read my two Lovecraft books from Akham House again :)



Andreas Vogl wrote:

>
     
     I think the map is quite okay. But it is a rather small map
     
     >
     
     with tought monsters and artifacts on it - It is definitly a
     
     >
     
     "final map", as you said. It should not be directly linked
     
     >
     
     to a city or worldmap.
     
     >
     
     
     >
     
     The question is: Where is the quest to attach the map to? :-)
     
     >
     
     Why is there a darkness field with these artifacts there?
     
     >
     
     What are the dragons about? And why is a sacrifice of a
     
     >
     
     giant worm's eye needed? And how is the player supposed to know?
     
     >
     
     
     >
     
     If there were some maps with a quest, containing storyline-elements
     
     >
     
     to explain these things, that would be great.
     
     >
     
     IMO, the maps should not be linked into CVS before they contain a
     
     >
     
     complete quest.
     
     >
     
     
     >
     
     I'm also in doubt if these level 107 rods with flu/leprosy
     
     >
     
     are a good idea. The balance of diseases have changed several
     
     >
     
     times in the past. It becomes very difficult to balance these
     
     >
     
     diseases when every newby has the chance of applying a level 107-
     
     >
     
     version.
     
     >
     
     
     >
     
     
     >
     
     About the patch to monster generators:
     
     >
     
     When I understand it right, this code reads comma-seperated
     
     >
     
     attributes from the generator's slaying string.
     
     >
     
     
     >
     
     It is a nice idea, but the implementation isn't good.
     
     >
     
     The CF map format really shouldn't get more complicated than
     
     >
     
     it already is.
     
     >
     
     A better approach would be to put a monster in the inventory
     
     >
     
     of the generator, and let it produce dublications of
     
     >
     
     the "inventory monster".
     
     >
     
     Besides, it would be great if this code could be reused
     
     >
     
     for creators and summoning runes.
     
     >
     
     
     >
     
     
     >
     
     
     
    


More information about the crossfire mailing list