[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:
     
     >
     
      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
      
      
     >
     
     
     
    


More information about the crossfire mailing list