[crossfire] shops and stealing
Miguel Ghobangieno
mikeeusaa at yahoo.com
Sat Dec 31 12:04:25 CST 2005
I like the idea (note it shouldn't be that a lvl 115
player can usually steal an artifact item (or
something of similar value) from a shop, that should
still be ultra hard).
--- Mark Wedel <mwedel at sonic.net> wrote:
>
> For a long time, the thief skill stealing has been
> available, but the only use
> was the limited ability to steal from monsters.
>
> With the addition of new fields in the map header
> for shops, it'd seem like it
> would not be possible to extend stealing to shops.
> Not that the current headers
> are really in any way useful, but in a sense,
> because they sort of give an
> example of extending the shop attributes.
>
> What I'd suggest then is fields like:
>
> steal_adjustment: Represents how hard/easy it is to
> steal from this shop. A
> positive value denotes it is easy, negative value
> means it is hard.
>
> max_steal_value: Maximum value of an object that can
> be stolen from this store.
> Thus, if someone drops a 10,000 pp item in a shop
> easy to steal from (which
> normally has junky stuff), one wouldn't be able to
> steal it, because this value
> for the shop may be something like 10 pp.
>
> jail_map: If the theif is caught, map where they
> are sent. At least scorn has
> a jail if I recall - not sure if other maps. But
> basically, get caught
> stealing, have to sit around for 5 (or more)
> minutes. Easier shops would
> probably sentence you to less time. This could be
> in the form of mapname at x,y
> to denote coordinates to put the player into.
>
> If you succeed, you get exp based on the value of
> the object as well as actual
> difficulty of the attempt.
>
> For difficulty, I would say it should be based on
> the weight of the object (we
> don't have a size, but generally these two are
> somewhat related). Harder to
> steal a suit of plate armor than a ring. But the
> value of the object should
> also have an adjustment - that shopkeeper is going
> to keep a closer eye on those
> expensive items.
>
> Also, stealing would only be allowed if some of
> those fields exist (maybe
> jail_map - allowing stealing on a map with no
> penalty seems like a bad idea, but
> I could certainly see steal_adjustment being zero
> and max_steal_value also not
> being set (but probably not on the same map)).
>
> I'd also add that no matter how good a thief the
> person is, there should
> always be some chance of being caught (a fumble) -
> since I think chances are
> percentage based, this could be 1% chance. Thus, in
> a sense, a player that
> tries to steal a lot as an alternative to
> adventuring for exp could do so, but
> is going to get caught now and again and have to
> spend time in jail.
>
> As for stealing, it may be easiest to have
> something like 'steal inventory'
> command, which attempts to steal the unpaid items
> currently in your inventory.
> If you succeed, the unpaid flag is cleared, if fail,
> go to jail. Probably limit
> it to 1 item per try just to reduce rate of
> stealing.
>
> thoughts?
>
>
>
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