[CF-Devel] /share/settings addition, _destroy_items_variable?=

crossfire-devel at archives.real-time.com crossfire-devel at archives.real-time.com
Wed Dec 10 20:59:34 CST 2003


Previously....

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      >> > Here's the patch--this should help alleviate the problem of key items burning up if the server admin allows it.  Coded at the request of 66.6% of my server's 3 players.  Running on my Win32 server atm.
     
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      >>   I don't mind the patch all that much - it is minor, and is a configurable option.
     
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      >>   However, this now makes it so that no items are ever destroyed - this will 
     
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      >> likely result in shifting even more money/power to the player.
     
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      >>   Ideally, any item that is needed for a quest should be modified so that they 
     
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      >> are indestructible.
     
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      >That's what I thought the behaviour should be. I don't like this patch as it confuses the issue and takes away one of the principles of treasure generation.  Many maps are set up so that if you use a lot of fireballs or whatever you get less treasure. This allows mapmakers to create more flexable rewards. If an item is supposed to be indestructable it should be set that way on a per item basis (is what materials are for), not with a global server setting.
     
     
On Wed, 2003-12-10 at 19:05, Stwong wrote:

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      Ideally is the keyword here... in most of the scorn royalty quests, I've had to redo many of them because I burnt the final item.  In the farmhouse outside scorn, I've burnt the troll's head...  I've destroyed the Special Chalice in oldcity--I don't remember a quest I *haven't* had to do twice due to carelessness...  The problem is that, ideally, all important items that shouldn't be able to be sold but are needed for a quest will be invulnerable.  However, in practice, many of the mapmakers don't even know how to make an item invincible (set hp to -1 and maxhp to -1) and if they do, either forget to set it for key items, or are too lazy to...
     
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      Just my opinion, but this idealism doesn't really work.  I don't even see it listed as one of the suggestions for mapmaking on real-time...
     
     
I think you are overstating the problem, first even if there are some
items that should be indestructable but are not, it is a _very_ small
subset of the items which should be destructable. If there are objects
vital to a quest that are not purposefully destructable then that can be
reported and fixed as a map bug/enhancement by setting hte material type
properly (many archetype items like keys are set to do this by default
as well for easy map making)  But making ALL items invunerable is really
an huge overkill.  It goes against the material system and overrides all
objects that are supposed to be destructable.
If this patch does what I think it does and prevents all items from
being destroyed by exiting from the save throw check, it will break a
lot of maps that depend on items getting destroyed to function
correctly. (item gets burnt up releasing a button for example).  It also
takes away one of largest intentionally negative issues with destructive
spells so that the spells become much more usable without the bad side
effects of burning up books and other treasure.
I can't think of any good reason to ever do this when you can simply set
an objects material type to 256 (or leave it out) on those items that
need it.
If you are burning too much treasure then stop lobbing fireballs all the
time, don't prevent items from burning up (well you can do what you like
on your own server...).


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