[CF-Devel] Enchant Armour scrolls
David Hurst
dnh at hawthorn.csse.monash.edu.au
Sat Jun 1 20:38:42 CDT 2002
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:
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apply.c: new_armour = armour->resist[ATNR_PHYSICAL] +
>
armour->resist[ATNR_PHY
>
SICAL]/25 + op->level/20 + 1;
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apply.c: if (new_armour > 90)
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apply.c: new_armour = 90;
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apply.c: if (armour->magic >= (op->level / 10 + 1)
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apply.c: || new_armour > op->level)
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apply.c: new_draw_info(NDI_UNIQUE, 0,op,"to improve this
>
armour.");
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apply.c: if (new_armour > armour->resist[ATNR_PHYSICAL]) {
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apply.c: armour->resist[ATNR_PHYSICAL] = new_armour;
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apply.c: armour->weight += armour->weight * 0.05;
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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
>
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