[crossfire] Proposal for artifacts changes
Mark Wedel
mwedel at sonic.net
Sun Oct 16 15:28:42 CDT 2011
On 10/16/11 04:21 AM, Nicolas Weeger wrote:
> Hello.
>
>
> I'd like to change artifacts handling by introducing archetypes for all
> artifacts combos.
>
> So for instance, for the 'Thieves' artifacts, an archetype named
> '__ring_Thieves' would be generated with the relevant properties, and used for
> the actual ring of Thieves. There would be various '__helmet_(whatever)' for
> helmets, and so on for all artifact possibilities.
Do you see this as being done automatically (at collect time for example), or
this all done by hand? Or some combo?
>
>
> I see various benefits to that.
>
> First, it would be possible to remove totally an artifact, leading to load
> errors warnings and discarding (making a singularity I think) the "actual"
> items this artifact represents.
In general, using singularities is not a good thing. I'd have to look at the
code in particular, but when that happens, all that can happen is that the
singularity created can only fill in the values that it is reading from the save
file. And the save file only contains differences from the artifact, so the end
result is that the loaded object is likely to be missing a lot of information to
the extent it probably isn't usable (it may even be missing name information).
> And secondly it enables changing artifacts like other archetypes, with the
> change being applied directly to all existing items, instead of having various
> variants of the artifact.
And that would be a good thing. I do wonder if it might make sense to only
apply this to equipment and not monsters however. Monsters, being short lived
and generated at that time, probably don't need archetypes - if the artifact
gets changed, it is not like there are a bunch of artifact monsters sitting
about that are out of date.
>
> The drawback I see is the introduction of many temporary archetypes, but I
> guess we can live with that.
I do wonder if rather than making artifacts for everything, if it would be
easier to just store a reference to the artifact that an item was created from.
I honestly don't really know - the problem with what I suggest is that you
need to have the logic at load time to go through and look at the artifact, look
at the original object (clone), and re-apply the artifact changes and see if
they are different. So as I think about it, archetypes probably is simpler.
Few questions/thoughts on this:
- If the archetype for an artifact combo is missing, what happens? Does the
server just treat that as an invalid combo and do nothing? Or something else?
I'd personally suggest it do nothing - in that way, combos can be further
tweaked by not having the corresponding archetype. There are some combos that
really just don't work - this is because the artifact applies a percentage
difference to the original, but the original has base values too low such that
no difference actually results.
- If archetypes for all now exist, does it perhaps then make sense to just make
up treasurelists for these instead? Such that the occurrence for these can be
better tweaked, or more easily seen what the chances are?
>
> What do you think of this proposal?
Sounds good to me. One other advantage here is that this would make adding
artifacts to maps more consistent - one could basically just take the armor or
helmet or whatever archetype as is, and put it on the map and the right thing
should happen.
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