On Thu, 2003-08-07 at 01:23, Mark Wedel wrote: > I'm all for making it more difficult for players to accidentally kill other > players. > > One reason it was done for melee attacks originally is because of how quickly > one can get killed by another player with such attack. > > This is someone related to the problem of monsters having so many HP than > players - players attacks are then very deadly to other players. > > This is bit less an issue in ranged attacks perhaps. Also, given the speed of > such attacks, it is more likely in crossfire that someone steps in front of your > attack, vs a case where players are intentionally targetting another. > ok I've managed to add a new function called friendly_fire that checks if the attacker is PEACEFUL & attacking another player and will modify the damage done if this is the case. What I currently have is that all peaceful attacks against other players does 1 pt of damage. Since the idea was to lower the chace of accidentally killing other players this really gives the othre player a chance to get out of the way but can still do some damage if people are careless, a wand of lightning can still do a lot of damage one point at a time due to the speed of the damage. It also does a check for to see if the damage is done by CONE, FBALL, SWARM_SPELL and POISON_CLOUD types which will do full damage even if the attacker is peaceful (you can still easily accidentally fry a party member with burning hands or a fireball in other words.) Actually to be precise the function currently simply returns three types of friendly fire, hits by a player, hits by an object owned by a player and hits by an object owned by a player which are of an area effect nature (e.g. CONE...) so that I could do different things based on these types of friendly fire. I have also changed 'WHO' to better show if a player is _P_eaceful or _H_ostile since it is more important to know. It would be nice to have your Peaceful status displayed somewhere prominantly in the client as well. Now I could instead do some sort of random percentage of damage rather than a single damage point, but if this is more popular idea it shouldn't be a lot of damage IMHO (~10%?). I added a check to the hit_player function which checks friendly_fire. It works very well so far on my test server but I still need to do more testing I think. So, any last suggestions? Of course just to clarify for those of you not really reading this thread, it does not change damage against non-players when you are peaceful... just PVP attacks. Also, yes this does fit in with the Outlaw counter I am working on, but is really a stand alone change. _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel