It would be nice to flesh out the shop lists more rather then having them tied directly to the weapons etc list. Would be nice to beable to make some things only appear in shops etc (expensive upperclass items like ivory this or that). --- Andreas Kirschbaum < kirschbaum at myrealbox.com > wrote: > Mark Wedel wrote: > > 1) Basing success of potons on overall level to me > isn't good - base > > it on the overall stats of the player or > something. If I'm a sucky > > player and don't do the right dungeons to get a > bunch of potions to > > level 30, I'd hate to effectively be punished for > that fact by not > > being able to use those potions. > > I was unclear here: the level array has one slow for > each level (right > now up to level 10, after my proposed change up to > max level). I meant > that (for example) an "improvement potion (lvl 15)" > can successfully max > out one slot up to level 15 (probably choose the > highest > not-yet-maxed-out slot up to slot 15). That means, > it does not matter if > you find such a potion at level 15, or if you are > unlucky and find it > not before level 30 -- it always maxes out slot 15 > (or below). OTOH, if > you find it when you are still below level 15, it > may be useful to save > it for later use. > > > > 2) I'm not sure what increasing the level arrays > to 115 really does > > relative to improvment potions, and/or I don't see > how that wouldn't > > make characters more powerful. > > Here I have to clarify my thoughts, too: of course, > I didn't mean to > just increase the level array size and hope nothing > changes. Currently > you get 2 hp for each level you gain (beyond level > 10). Each slot in the > levhp array maxes out at a value of 9. Therefore, > I'd thought to replace > > for(i=11;i<=op->level;i++) > op->stats.maxhp+=2; > > by something like > > for(i=11;i<=op->level;i++) > op->stats.maxhp+=(op->contr->levhp[i]+1)/5; > > (And similar changes for levsp and levgrace.) > > That means, the character will not become more > powerful. He just has to > quaff a suitable improvement potion to actually get > the 2 hp for his > newly gained level. > > > > And the fact that improvement potions loose > usefulness isn't as big a > > deal to me as stat potions (the fact that > improvement potions show up > > in shops also make me reluctant to make a change - > if they are always > > useful, players will always snatch them up. Stat > potions OTOH can only > > be found in dungeons) > > I see. But is there a reason that improvement > potions have to show up in > shops at all? > > Or: is there an (easy) means to restrict improvement > potions showing up > in shops to have a level not more than 10? That way > the really useful > (high-level) improvement potions would show up only > in dungeons. > > > And regarding to the improvement potions being > snatched up: that should > be no more a problem than currently, because after > some time low-level > improvement potions will not have any effect for > you. Therefore > low-level improvement potions should remain being > much more available > than high-level ones. > > _______________________________________________ > crossfire mailing list > crossfire at metalforge.org > http://mailman.metalforge.org/mailman/listinfo/crossfire > ____________________________________________________ Start your day with Yahoo! - make it your home page http://www.yahoo.com/r/hs