[CF-Devel] monsters don't attack / blinding code
Mark Wedel
mwedel at sonic.net
Thu Sep 5 23:48:16 CDT 2002
Andreas Vogl wrote:
>
I have noticed that with today's CVS, most monsters
>
act like they were unagressive.
This is now fixed in CVS. The new code broke it in the sense that the old
code was broken.
Basically, before, the rangevector/enemy wasn't being properly set up. This
proved not to be a problem, since the distance value in the rangevector wasn't
being used because of the logic.
I made soem changes so that this is now properly set up/initalized. Did some
quick tests, and it appears to work just fine. Monsters head towards the
player, but not all of them - I went to the mad mages tower, and the ones nearer
to the door would attack me when I first opened it, but the kobolds against the
north wall didn't do anything until I moved closer.
>
>
Besides, when the system is meant to stay as it is,
>
I would like to sprinkle some blinding immunities among
>
the high level monsters (dragons, big demons etc).
>
Does anyone have objections to this?
I don't, and per my previous message, IMO this is the more correct thing to do.
Note that the resist values for blinding reduce teh duration of effect. Thus,
a monster with resist blind 95 is only blinded for 5% the length of time as a
monster with resist_blind 0.
But certainly some number of monsters should be immune to blinding.
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