I'm suprised I havent got any responses to my last post, good or bad. Anyway I am continueing to implement shop stealing. Here is how I'm trying to do it. I created a new archetype called shopsteal. It has a lot in common with an exit except It is always at (0,0) on the map of a shop that allows stealing. Also it should be under the floor if possible. When a thief attempts to steal from a store, (0,0) is check for the shop steal arch. The shop steal speed on the shopsteal item is a multiplier on the difficulty of the store. It also affects experience for the store. The Wis of the shop steal also affects difficulty, but usualy starts at zero, and is incremented every time the shop is stolen from. On steal success, an items unpaid flag is unset, and moved into users inventory. The wis of the shopsteal is incremented by one. On failure, the shopsteal item at 0,0 is used as an exit to place the player outside the shop floor (anymap you want to put them on). Also the shopsteals can be stacked. The bottom items wis and speed still affects difficulty. We will call the bottom one the main shopsteal. The shopsteals above provide greater punishments only. For instance for a level 1-10, the first original shopsteal is used as the exit, for 11-20 the shopsteal on top of that one is used as a destination, and so on for each 10 levels. So if their are two shop steals, then there are two levels of punishment. Value of the stolen item is used as a modifier to the level). So be carefull what you steal :) The only thing I have left to do is lock a player out of that store for a period of time. I am thinking of adding a force to the player character when a steal attempt fails. Then shop matts will check for the force against the main shopsteal. The slaying on the force would be the name of the main shopsteal. Thus shops can lock you out individualy, or some towns can lock you out of every store. Period of time yet to be dertermined. Also since I'm not using cvs. I'm trying this against 1.5.0 How do I use diff to create a proper patch file? I hope to submit the patch later today or monday. Sorry again for the long windedness!!! Adam On Thu August 21 2003 11:29 am, I wrote: > I don't think the thief stealing skill is very interesting/useful at this > point. I was thinking it would be more interesting if the skill could be > used in shops. > This would work by unsetting the unpaid flag, and putting it in the thiefs > inventory. The price of the item would determine the difficulty of theft. > Theft failure should result in some type of punishment based on the price > of the item and maybe the reputation of the thief. > I'm included a patch to implement the stealing part of the above. I'm > still trying to determine the best way to implement the punishments. > Etc........ _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel