[CF-Devel] Monsters not using wands/rods/horns
crossfire-devel at archives.real-time.com
crossfire-devel at archives.real-time.com
Wed May 12 02:13:40 CDT 2004
>
It may make sense to change the logic a bit - such that we don't set
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all the flags for the monster until after all the monsters treasure has
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been generated.
Yes, could be done. Didn't think of that :)
>
I notice some code was lost, like checking the type of spell being
>
fired and adjusting direction if it is a zero range spell. But at a
>
quick glance, it looks OK, but probably should be thoroughly tested.
Hum, i'll check my code. I copied only the last fragment, actually
firing the spell, so some checks indeed went to the trash.
What would be useful, I think, is to merge as much as the
spell/firing/... code we can so it works for both players & monsters.
(not only for this precise case, but for everything)
>
Probably using the same logic makes sense, except as mentioned above,
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if there are cases where a creature is deemed too stupid yet has a hand
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or whatever.
Then we shouldn't give it the skill 'use magic item' :)
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But a lot of the problem may be that many monsters need to get updated
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treasurelists for the skills they do have.
yes, probably that too...
Nicolas
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