I like the idea. --- Mark Wedel <[EMAIL PROTECTED]> 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 [EMAIL PROTECTED],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? > > > > _______________________________________________ > crossfire mailing list > [email protected] > http://mailman.metalforge.org/mailman/listinfo/crossfire > __________________________________ Yahoo! for Good - Make a difference this year. http://brand.yahoo.com/cybergivingweek2005/ _______________________________________________ crossfire mailing list [email protected] http://mailman.metalforge.org/mailman/listinfo/crossfire

