As a side note, if no one responds I change it.. this is my policy so if you have an opinion on this somewhat key items, speak now or forever hold your peace. dnh > I propose to reduce the effects of these, curently I find a player can > easily get to 99.999.... % armour at which point there own bombs no > longer hurt and no monsters physical attack can do anything more then > sneeze a hp point off every few minutes. > > in apply.c there is this code: > apply.c: new_armour = armour->resist[ATNR_PHYSICAL] + > armour->resist[ATNR_PHY > SICAL]/25 + op->level/20 + 1; > apply.c: if (new_armour > 90) > apply.c: new_armour = 90; > apply.c: if (armour->magic >= (op->level / 10 + 1) > apply.c: || new_armour > op->level) > apply.c: new_draw_info(NDI_UNIQUE, 0,op,"to improve this > armour."); > apply.c: if (new_armour > armour->resist[ATNR_PHYSICAL]) { > apply.c: armour->resist[ATNR_PHYSICAL] = new_armour; > apply.c: armour->weight += armour->weight * 0.05; > apply.c: new_draw_info(NDI_UNIQUE, 0,op,"The armour value of this > equipme > nt"); > > If I simply change the 90's to 60's this should greatly reduce the > problem. I haven't tested how useful -40 AC is as I suspect most > monsters can still hit you, if this is a problem I will try and find a > way to reduce this too. > > If anyone has a better idea as to how to do this, ie, making the maximum > armour some sort of ratio to the initial armour I am all ears. Perhaps > even increasing the negative effects like increasing the armour weight > to make the benefits somewhat more offset. This is really only a problem > for higher level players though. > > dnh > _______________________________________________ > crossfire-devel mailing list > crossfire-devel at lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel >