[CF-Devel] non-suicide spellcasters
Andreas Vogl
andi.vogl at gmx.net
Thu Mar 14 15:40:47 CST 2002
Sorry for the last mail. It was empty. XP
I wanted to reply to Gambold:
>
>
>
> On Thu, 14 Mar 2002, Andreas Vogl wrote:
>
>
>
> > I'd like to make a small change in the attack-code, to the
>
> > effect that monsters will no longer damage themselves with their
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> > own spells. Multiple monsters will still be able to damage
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> > *each other*.
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> >
>
> So this is basicaly a fix for the,
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> "I'm too big and too dumb to realize from what square and in what
>
> direction I should cast the spell"
IMO this is not true. Multisquare monsters cast well in the right
direction. But spellcasters always get covered with their own
spells - especially so for multisquares.
>
> in combination with
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> "I'm immune to attacktype X but if I put on this armour
>
> with resistance to X my total resistance to X drops below 100%"
What you describe above is true, but a seperate issue.
Currently, mapmakers must ensure that special monsters
don't get any equipment to apply. That works.
(Set "randomitems none", "pick_up 0", etc)
This could be fixed by storing "special" resistances in
a force and applying that to the monster at loading-time.
Unfortunately this is hard to realize, because it would
need to be implemented into the Crossfire object-loader
which is a great pile of sh... eh... *complicated stuff*. ;)
>
> Ok it sure fixes the symptoms, but not the actuall cause.
>
> As a player I'd say it's good, not that sure if you look from
>
> the code designers view.
What I intend to fix is the problem that many boss-monsters
suck because they either self-destruct due to low resistances,
or they're too hard due to immunities.
The patch is designed to help map-designers to create
special monsters of a more balanced kind.
Andreas
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