[CF-Devel] new artifact & treasures idea

crossfire-devel at archives.real-time.com crossfire-devel at archives.real-time.com
Fri Dec 19 17:57:58 CST 2003


On Fri, 2003-12-19 at 00:54, Mark Wedel wrote:
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      Todd Mitchell wrote:
     
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      > This is good as well, especially when dealing with monster abilities.  I
     
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      > think it would be great to be able to assign more than one treasure list to a
     
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      > object - especially for say monsters or NPCs who could be assigned a body
     
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      > parts list, a treasure list and a 'jail' or citizen list which contains local
     
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      > specific random items or special 'guards' to summon when they are killed.
     
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      > (you slay the orc at the door to the summoner's lair but now 5 gnolls appear-
     
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      > he must have sounded an alarm!  You should have tried to sneak past him.)
     
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        Well, if you can assign treasurelists to objects, you could easily do this. 
     
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      you could do something like:
     
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      starttlist
     
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         list body_parts
     
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         more
     
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         list city_item
     
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         more
     
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         list normal_treasure
     
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      endtlist
     
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        And thus you basically have three treasure lists.
     
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Yes, exactly - excellent.  This is what I mean by modular as well - body
parts do not have to be wrapped up in a parent treasure list any
longer.  This makes it easier to have a dragon cleric without making a
dragon_cleric treasurelist - just add dragon_bodyparts and
cleric_treasure...


>
     
      > 
     
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      > Making the list more modular would be good too as now the treasure list calls
     
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      > the bodypart list so new lists must be created for any new combinations.  You
     
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      > can of course insert items directly in the inventory but this would be a
     
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      > better way to insert entire lists and random items.
     
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        Not completely sure if I follow what you mean.
     
     
I just meant you can have distinct purpose treasure lists as I mention
above.



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