[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:
>
Todd Mitchell wrote:
>
>
> This is good as well, especially when dealing with monster abilities. I
>
> think it would be great to be able to assign more than one treasure list to a
>
> object - especially for say monsters or NPCs who could be assigned a body
>
> parts list, a treasure list and a 'jail' or citizen list which contains local
>
> specific random items or special 'guards' to summon when they are killed.
>
> (you slay the orc at the door to the summoner's lair but now 5 gnolls appear-
>
> he must have sounded an alarm! You should have tried to sneak past him.)
>
>
Well, if you can assign treasurelists to objects, you could easily do this.
>
you could do something like:
>
>
starttlist
>
list body_parts
>
more
>
list city_item
>
more
>
list normal_treasure
>
endtlist
>
>
And thus you basically have three treasure lists.
>
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...
>
>
>
> Making the list more modular would be good too as now the treasure list calls
>
> the bodypart list so new lists must be created for any new combinations. You
>
> can of course insert items directly in the inventory but this would be a
>
> better way to insert entire lists and random items.
>
>
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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