Re: [crossfire] How do I make an object give damage to the player (this is a carryable object).

2006-01-04 Thread Brendan Lally
On 1/4/06, Miguel Ghobangieno <[EMAIL PROTECTED]> wrote:
> I guess I'll have to make a script then.
> But I don't know how.
> Could ... someone... make a quick python script that
> looks at the speed of the object and the dam of the
> object and the attacktype and damages the player
> thusly ever (speed) for (dam) of (damtype) ?

One thing you might be able to do, is create an object that decays
after a short time (food = 1 or 2) and which has a treasure list
containing itself, and a bullet (or something appropriate) that can do
damage to the player on creation.

This would continously damage the player, creating a new version each time.

It is a bit of a hack however.

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Re: [crossfire] How do I make an object give damage to the player (this is a carryable object).

2006-01-04 Thread Miguel Ghobangieno
I guess I'll have to make a script then.
But I don't know how.
Could ... someone... make a quick python script that
looks at the speed of the object and the dam of the
object and the attacktype and damages the player
thusly ever (speed) for (dam) of (damtype) ?

--- Mark Wedel <[EMAIL PROTECTED]> wrote:

> Miguel Ghobangieno wrote:
> > Any ideas? How do I make it do damage. Lava does
> > damage...
> 
>   Other than probably scripting, I don't think there
> is any way for a carryable 
> object to do damage to a player.
> 
> 
> > 
> > --- Miguel Ghobangieno <[EMAIL PROTECTED]>
> wrote:
> > 
> >> Here is the current object's important parts:
> >>
> >> race gold and jewels
> >> attacktype 4
> >> dam 5
> >> speed 0.10
> >> color_fg grey
> >> nrof 1
> >> type 73
> >> material 2
> >> identified 1
> >> editable 2048
> >> client_type 2005
> >>
> >>
> >>
> >> It's not doing damage though...
> >>
> >>
> >>
> >>
> >> __ 
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> >>
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> > 
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> > 
> > 
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Re: [crossfire] Banking system

2006-01-04 Thread Miguel Ghobangieno
Oh that sounds good.

I'd also like to have valued_as gold18k, gold14k, and
gold10k
(nuggets are not pure gold by weight as it is (good
idea IMHO, makes sence), so we need those aswell).
gold18k etc should be computed by gold/(whatever it's
ratio is).

--- Brendan Lally <[EMAIL PROTECTED]> wrote:

> On 1/4/06, Miguel Ghobangieno <[EMAIL PROTECTED]>
> wrote:
> > this would be looked up and the value computed.
> That
> > way you could have flucuation gold etc values.
> >
> > if you add a valued_as then value should be
> ignored
> > completely.
> 
> But if you combined the two, it would be useful for
> many more items.
> Whilst a gold bar or gold dust would probably have
> value zero, a
> cursed gold ring should have that gold value minus
> an amount
> representing the badness of the curse - and making
> it worth melting
> down - of course the melting process shouldn't be
> entirely efficiant
> either
> 
> That would allow both the price of gold bars to vary
> and the price of
> gold items to vary too
> 
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