[crossfire] Old event system cleaning

2006-08-20 Thread Nicolas Weeger (Laposte)
Hello.

Unless someone objects really much, I'd like to trash the old plugin/event 
system.

It is based on the event_trigger and such lines in the archetype definition, 
and includes a few functions/fields (object-event for instance).

With the archetype-based event system, it is obsolete.


Currently, only artifacts of occidental mages (ring and weapon) still use it. 
Not even sure that works :)
We'll need a way to add inventory through the artifacts, actually.

I checked the maps, and none uses that system anywhere.


Nicolas

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[crossfire] Where would you put...

2006-08-20 Thread Nicolas Weeger (Laposte)
Hello.

After some fun chat on the irc channel, I'm creating a talking fireplace 
which'll tell stories to players.

Small Python scripts, that'll be all :)

Now the question is, where should we put the stories?

IMO, a good place is in the share directory, maybe in a 'stories' 
subdirectory.

A story could be quite long, so using the msg field isn't the best way imo.


Nicolas

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Re: [crossfire] Where would you put...

2006-08-20 Thread Nicolas Weeger (Laposte)
I've made a first version of that talking fireplace.

Anyone minds if I commit it? It's an extra feature, though, but I'd find that 
fun to have :)

It's basically:
* 3 new archetypes (object + 2 events)
* 1 new treasure list (to have the events in the object)
* 4 Python scripts (3 to react to events, one main class doing all the work)

and probably a storage directory for stories :)


Nicolas

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Re: [crossfire] Old event system cleaning

2006-08-20 Thread Alex Schultz
Nicolas Weeger (Laposte) wrote:
 We'll need a way to add inventory through the artifacts, actually.
   
Well, I think we've been needing to add inventory though the artifacts
support for a long while now. *goes to add that to the feature requests
list on the tracker*

Alex Schultz

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[crossfire] Spell path balance - Summoning

2006-08-20 Thread Kevin R. Bulgrien
First, I recall that there has been some discussion about playing
crossfire that suggests that specialization of skills is necessary
to get extremely advanced characters, and that crossing disciplines
will tend to limit how far a character can go, or how easy it is to
level up.

Second, in spite of the above, I have been playing a character that
has tended toward trying to raise several disciplines in a somewhat
consistant manner.  This approach was taken so as to be able to
more easily experience different aspects of Crossfire so as to be
able to enjoy taking a go at playing different games, but all the
while using a single character instead of multiple characters.

All that being said, a few years ago there was a concentrated effort
to enhance the concept of creating balanced spell paths.  What I am
interested in is whether or not there are players out there that
concentrate in the summoning path.  The reason is two-fold.  One is
that I wonder if I do not know how to play a summoner, and the
other is whether summoning is completely out-of-balance.  It seems
like it is extremely difficult to level a summoner.  What sort of
game playing style is needed to make a summoner level the same way
that the other path players can.  If killing monsters with summoned
creatures is the primary way of getting experience, then the path is
completely unbalanced as it takes eons of mind-bendingly boring
snooze, summon, attack, snooze until summoned character is dead
cycles.  Am I just missing the point of this path, or is it really
not very well balanced?



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Re: [crossfire] Spell path balance - Summoning

2006-08-20 Thread Lalo Martins
On Sun, 20 Aug 2006 14:05:55 -0500, Kevin R. Bulgrien wrote:
 completely unbalanced as it takes eons of mind-bendingly boring
 snooze, summon, attack, snooze until summoned character is dead
 cycles.  Am I just missing the point of this path, or is it really
 not very well balanced?

Generally, I think summoning needs high-level spells that summon
strong critters, rather than just relying on pets becoming stronger and
stronger with level.

best,
   Lalo Martins
--
  So many of our dreams at first seem impossible,
   then they seem improbable, and then, when we
   summon the will, they soon become inevitable.
--
personal:  http://www.laranja.org/
technical:http://lalo.revisioncontrol.net/
GNU: never give up freedom http://www.gnu.org/



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Re: [crossfire] Where would you put...

2006-08-20 Thread Andrew Fuchs
On 8/20/06, Nicolas Weeger (Laposte) [EMAIL PROTECTED] wrote:
 Hello.

 After some fun chat on the irc channel, I'm creating a talking fireplace
 which'll tell stories to players.

 Small Python scripts, that'll be all :)

 Now the question is, where should we put the stories?

 IMO, a good place is in the share directory, maybe in a 'stories'
 subdirectory.

 A story could be quite long, so using the msg field isn't the best way imo.

Im thinking maps-bigworld/python/talkingfireplace and a data or
stories directory inside that for the stories, unless someone
objects.  Latter it may be a good idea to tie the fireplace into
lore/story colleciton scripts.

-- 
Andrew Fuchs

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Re: [crossfire] Where would you put...

2006-08-20 Thread Mark Wedel
Nicolas Weeger (Laposte) wrote:
 Hello.
 
 After some fun chat on the irc channel, I'm creating a talking fireplace 
 which'll tell stories to players.
 
 Small Python scripts, that'll be all :)
 
 Now the question is, where should we put the stories?
 
 IMO, a good place is in the share directory, maybe in a 'stories' 
 subdirectory.
 
 A story could be quite long, so using the msg field isn't the best way imo.

  Are the stories going to be 'general' stories, meaning other objects 
(whatever) on other maps may use them?  If so, then a stories directory may be 
appropriate (OTOH, we already have a messages file - wonder if it would be 
better to extend that logic to cover types of messages/where they show up).

  If these stories will be unique to the object, then they should be associated 
with that object/script, and not clutter up the lib directory (presumably that 
is where the stories will be stored in CVS at least).




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Re: [crossfire] About a feature request

2006-08-20 Thread Mark Wedel
Nicolas Weeger (Laposte) wrote:
 Hello.
 
 I'm looking at 
 https://sourceforge.net/tracker/index.php?func=detailaid=656191group_id=13833atid=363833
  
 historical feature request to have blessed/cursed scrolls and books.
 
 Here's what I see as effects (copied from the page)
 
 * cursed scroll: ill effect, depending on spell - identify would make player 
 forget about an identified item, and such. Would require some work to define 
 ill effects for all spells, though. Option fast is to cast some mana 
 explosion, of course. Or leech player's mana? Could be fun :)

  It may be easiest to to do something like 'look for special spell effect, 
otherwise use random results table'.  Or even if there is special spell effect, 
maybe only use it 50% of the time so player can not rely on what may happen 
with 
cursed scrolls.

  For some spells, like bullets, bolts, cones, could have the direction not be 
what the player wants (random direction, invoked on player, etc).

 * blessed scroll: add 2 levels to casting. Other option: more exp when used?

  IIRC, casting scrolls isn't a 100% sure thing is it?  If not, may increase 
casting odds?

  Scrolls already come in different levels, so adding a couple levels may not 
be 
that much of a benefit.  Getting more exp when used would I think be a more 
complicated change (there isn't any way to record that right now - since the 
scroll may be long gone by the time the spell kills the monster, you'd need to 
record this exp bonus in the spell effect - right now, it records caster and 
skill used.

 
 * cursed spellbook: forget a spell

  (ideally, spell you are trying to learn - if you don't know that spell, 
something random)

 * blessed spellbook: bonus to learn a spell
 
 Of course, blessed/cursed should be rare occurrances.
 
 
 Codewise, cursed we got a flag.
 For blessed, I don't know the best way to signal that. I'm not too eager to 
 add a flag just for that, on the other hand using an existing flag for 
 something else that its destination is weird.

  Flags are cheap - easy to do, use one bit.

  I think if we add blessed objects, it could be extended to more than just 
scrolls/spellbooks (potions maybe?  Note sure about other equipment as harder 
to 
say effect).

  That said, while I didn't submit that RFE, my thought was that since there 
are 
other cursed objects, it would make sense for scrolls  spellbooks to also be 
cursed.  For spellbooks at least, you can know longer try to read it as a safe 
identification method.

  I think focusing on the cursed aspect would be fine - if we want to added 
blessed items, as said, it should probably extend to a lot more than just these 
objects.


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Re: [crossfire] Death attack question

2006-08-20 Thread Mark Wedel
Alex Schultz wrote:
 Nicolas Weeger (Laposte) wrote:
 I fixed a bug preventing death attack from working correctly, but there are 
 a 
 few things to decide concerning that:

 * what should happen in the case of friendly fire? Right now, damage dealt 
 through death attack will be reduced, so player won't be killed. Should 
 player be killed anyway?
   
 I'm not really sure about that issue, on one hand it might seem harsh to
 accidentally pk so easily with that, on the other hand there are pk
 allowed servers where it may seem silly to have the death attacktype not
 do what it says on players.

  Maybe could change effect, based on if the players are in a party together or 
not?

 * if death_attack is combined with AT_MAGIC, a monster can survive if the 
 save 
 throw is successful. Is that a good behaviour?
   
 It depends, when the saving throw is successful, does it take any
 damage, or just not do anything? If not do anything, that is desirable
 IMHO considering AT_MAGIC is supposed to be only on spells and similar,
 and the saving throw is supposed to affect all spells. If it's currently
 causing partial damage with that, then I would say it's bad behavior.

  It is intended design that if an attacktype also has AT_MAGIC, then the 
creature gets any benefit from protections it has to magic, etc.

  The basic idea is that if a creature is immune to magic, you shouldn't be 
able 
to kill it with a death attack spell - otherwise, what does being immune to 
magic really mean?

  I think the problem here is that in the current system, if an attack has some 
damage value, there is no way to know what that damage is for.  So I guess what 
is happening here is something like a spell having AT_MAGIC | AT_DEATH and 
damage 40.

  Creature makes its death saving throw, no damage from that (it either damages 
you or doesn't).  But now there is a magic attack with 40 damage - what should 
happen with that?

  I'd probably say that it should be ignored - the magic in this case isn't 
suppose to do damage, it is just noting that this is a magic effect.

  However, if you had a spell like deathfire (AT_FIRE | AT_DEATH), then if the 
death attack doesn't kill them, the creature should still take damage from the 
fire.

  This would get all fixed up in the proposal of discrete damage types, as then 
there would be no question what the damage is from/for, but where not there at 
this time.

 * death attack can success only if hitter level is twice the victim level. 
 That sounds pretty arbitrary, no?
 It does seem pretty arbitrary, but IMHO some limit is needed and that
 seems like as reasonable a place as any.

  IIRC, that limit was put in so that low level players couldn't kill high 
level 
creatures with a death attack and get lots of exp.  So yes, some limit is 
needed, and twice is as good as any.

  One thought might be to adjust that based on current damage to creature.  Eg, 
a creature normally has 1000 maxhp.  It is currently at 400 hp from other 
damage.  Thus, its effectively level to resist a death attack is only 40% of 
its 
normal level.

  This borrows from other games, but the idea being if a creature is already 
beat up and near to death, a death attack should have an easier time killing it.

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Re: [crossfire] Clothing

2006-08-20 Thread Mark Wedel
ERACC Subscriptions wrote:
 I propose that robes and other cloth items (not cloaks) should be a new class 
 of item called clothing not armor. A new body spot created for that and 
 archetypes updated. Special robes that may impart armor-like characteristics 
 could then be adjusted in the archetypes for prevention of abuse (if that 
 appears to become a problem).

  technically, this is pretty easy to do.

  But balance wise, this is more an issue.  Whenever new body positions are 
added, it basically means the player becomes more powerful.

  Ignoring artifacts or other special quest items, just from a basic low level 
character point of view - in addition to what I was able to wear before, I'm 
able to add a robe on top of that.  So if I can find a robe +2 in the shop, I 
now have 2 AC points I didn't have before.  If I'm a fighter, that extra weight 
isn't likely to be an issue.

  Given that CF uses d20 for attack rolls, that amounts to a 10% advantage.

  But there is then the issue of artifact robes (midnight robe to be one).  If 
I 
can wear that with other armor, that is pretty darn nice.

  If it gets tuned down so that it wouldn't be an issue to wear with other 
armor, well then, it probably becomes a pretty worthless reward/quest item.

  so I'd like to see some more reasoning on why this is really needed and how 
it 
will be used.


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Re: [crossfire] Proposal for better in-game information: client-side player books

2006-08-20 Thread Mark Wedel
Raphaƫl Quinet wrote:

 * A player who has collected a lot of information could get additional
   player books (binders) to organize this information.  Another idea
   would be that each player starts with predefined binders, one for
   each type of information: one for monsters, one for religions, one
   for alchemy (or each sub-type: smithery, woodsman, ...) and so on.

  What is the actual effect of the books in this case?

  My personal thought is that we are trying to make the information 
presentable/easy to find for the player, as well as provide a record for it so 
they don't have to do it themselves.

  Because of that, the information should always be presented in the easiest 
way 
we can reasonably to do - I shouldn't have to need to pick up a new book to 
record information on that subject or be able to see it organized in a handy 
fashion.  Otherwise, players will either not get that information well 
organized, or just keep recording it outside the game/client interface, which 
is 
annoying.

(also, given that the client will present this information to the player, to 
only way you could make this information less useful is if the server doesn't 
provide all the needed info so that the client can't organize it, otherwise, 
players will just modify the client to do the right thing anyways)


 * Although the players would never drop any pages from their binder
   (unbinding pages would be impossible), those who have the writing
   skill (pen) and sufficient experience could copy the information
   into new scrolls or books and re-sell the result.

  I'd think in this case, re-sell would be to other players, and not 
necessarily 
shops - having shops try to figure value of such information could be hard.

 
 * As an added twist, the information copied from the books might not
   always be accurate.  Depending on the player's writing experience
   compared to the number of pages of the book from which the data is
   copied, some errors could be introduced at random.  In the copy, the
   description of an Ogre could be mixed with that of an Orc, for
   example. Or even worse: mixing up some spells and creating an
   incorrect copy that would result in a mana explosion when used.  The
   player would not even know that she is selling or giving away some
   garbled information.

  The easiest thing for written information (I think) is to take bits of pieces 
from different entries.

  For example, for monsters, you'd probably have something like:
attacks (what it attacks with - spells, etc)
defenses (protections, other immunities)
difficulty (hp/ac/level)
other notes

  So you go and transcribe information about ogres for a friendly player, 
because he is having a hard time fighting them.

  So the server does your inscription check, and you fail, but not by a lot.  
So 
one of those 4 pieces of information is incorrect.  Lets say defenses in this 
case.

  Rather than having the server try to figure out how to modify it (change 
resistance to vulnerability, which ones, etc), it just grabs one at random from 
another monster.  Maybe devil instead.

  Easiest would be to take a random one from the character book - if he doesn't 
have anything, then maybe something from all creatures.

  These writing errors and their side-effects may not be easy to
  implement: if the server keeps track of what each player knows (maybe
  using a list of typeidpart for each character as described in my
  first message) then we have to find a way to allow these errors.  The
  server must remember what kind of erroneous information the player
  has.  It must also allow the player who got some incorrect information
  to replace it by a correct version if it is found somewhere.  But on
  the other hand, the player who wrote it should not be able to tell the
  difference (otherwise it would be trivial to check it by trying to
  read what has just been written).  This is a bit tricky...

  True - OTOH, it may not be unreasonable for the inscribing player to read 
what 
he wrote and see if it is incorrect.  In a sense, this isn't really much 
different than proofreading something you write now.

  If inscribing actually takes some real time (lets say 10 real seconds), a 
player may decide he doesn't want to keep writing to get a perfect copy.  And 
of 
course, you need blank paper, etc (another question is what does he do with 
these incorrect copies?  Maybe the shop will buy them for a few silver, so a 
player seeing them in the shop doesn't have any idea that they are wrong.

  Maybe things like inkwells should be added, to add some real cost beyond just 
the paper and time to inscribe.

  In terms of correct errors, that is more difficult.  In theory, the character 
won't really know what information is correct and what is wrong.

  On possibility is to allow both pieces of information to be recorded, and put 
up a note to the player saying 'conflicting information found, do you want to 
add it' or something.  Then have