ERACC wrote: > I mentioned something along this line on IRC. A bite attack. Instead > of making the claws poisoned make the bite attack poisoned and give > another goal of paralyzing bite. In my mind a dragon, being basically > a big lizard with teeth, would claw *and* bite during melee. The bite > attack, with those powerful dragon jaw muscles, would do more damage > than clawing but would be slower and come less often during melee. > Bite would be combined with the claw attack and a successful bite > attack that results in "You bite a chunk from the ..." would also > offset hunger by a tiny amount during melee. The idea of a paralyzing > bite comes from snakes that bite their prey and paralyze it. > > Biting a poisonous critter would of course be bad. :-) Critters that > are immune to poison but not paralyzation would be affected only by > paralyzation and vice versa. > > To make getting paralyzing a challenge require that the dragon > character have at least three of the other dragon subclasses > completed before it can work on paralyzing bite. For example the > dragon char would have to have all possible advances for fire, poison > and cold or for cold, poison and lightning before it could work on > paralyze. Maybe also give dragon characters a natural 50% resistance > to paralyzation as the final goal for paralyzing bite. > > No, I can't code this, I'm too green, but it sounds good to me. :-P > If this sounds insipid feel free to say so. There currently is no concept within crossfire of multiple different types of attacks. To do so would be a non trivial code change. I do note that such a change would also conceivably allow players to use two weapons (Eg, a sword and dagger or something). Now it wouldn't be hard to add a bite type attack, which you could use instead of clawing (either you bite a creature or you claw it). Bite attack could perhaps have different advantages/disadvantages (one could even be cute, and if you bite/kill a small creature, you instantly swallow it for food value). OTOH, I'm not really sure if that will fix the problem for the tough monsters, which tend to have high levels of protections to most all spell attacks - that is one reason why being able to use melee weapons can be powerful - find out that monster X can't be hit by what your weapon attacks with, you switch to weapon #2 that has different attacktypes, then weapon #3 if that doesn't work, etc. Note that the new skill system treats each skill with its own exp bucket. Thus, special bite abilities could depend on how skilled you are in your bite attack. Eg, maybe you have to be level 10 in it before you can start paralyzing, and chance of paralyzation goes up or something (or maybe it starts with slow, and moves up, who knows). ` > Another excellent idea you have there. How about a "magical potion > vending machine" that dispenses fire, cold and invulnerable potions > on demand but costs more than finding them in a magic shop? Say at > double the normal price based on ignoring Ch level. Charisma would > not affect a vending machine. Perhaps this could be one of the blue > icons (sorry, don't know the name) like one uses to buy diamonds, > pearls, etc. in the shop entrances. Ok, this sounds silly but I > believe it gets the general idea across. :-D That is actually quite doable, since those potions are archetypes just like diamonds, pearls, etc. Those blue tables are generally called 'gem tables' on the basis you can buy gems on them. But putting something like that in would in fact be trivially easy - plop down a table, change the other_arch field or whatever, and set the price accordingly. That's it. I believe we already have a potion shop in scorn. Anyone up for making that change? _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel