No subject


Thu Jan 13 17:53:03 CST 2005


At least this modifier to damage is on the damage variable itself
and not on something else even more bizarre like "last_sp".

Have you read the docs on diseases?


Your laundry list of suggested capabilities below are ALL in diseases right
now, with the exception of "percentage of current HP", a feature I
didn't think worth bothering with, since I don't see much use in
geometrically decreasing damage.

So diseases CAN in practice (not just in theory):
do fixed HP damage
do a percentage of MAX HP
have both of those adjusted by the caster level
hit with various attacktypes
reduce various stats
reduce hp and mana regen
get progressively worse with time and more deadly if not cured
be more or less contageous, depending on caster level
have a different contageos range, depending on caster level
lie on the ground and infect anyone who investigates a corpse
  that died of a disease, for a tunable period of time
have messages and symptoms (perhaps creating objects) based on the disease

And to do all this I had to use the available crossfire object
items as parameters, which means for some of the parameters I
was able to use sensible names like "Cha" for reducing charisma,
for others, I had to do things like what you object to.

Anyway, this somewhat lame situation could be fixed by
doing a re-write of Crossfire in C++, a measure no one has
stepped forward to do....

PM


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      Also, using +/- limits diseases to only two types of damage modifiers and
     
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      there is no inherent reason for such a limit.  Diseases could, in theory,
     
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      do fixed HP damage, a percentage of current HP, a percentage of MAX HP and
     
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      all of these further either independent of caster level or adjuster by
     
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      caster level.  A disease like gangrene might make more sense as a percentage
     
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      of current HP while a disease like sepsis might make more sense as a
     
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      percentage of max HP while a cold might be a fixed number of HP (a
     
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      strong person might be barely affected while a weak person is comparatively
     
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      hit hard).
     
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      						Scott Wedel
     
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