Re: [crossfire] Resistance calculation

2008-05-20 Thread Jochen Suckfüll
Am Mon, 19 May 2008 22:40:54 +0200
schrieb Nicolas Weeger [EMAIL PROTECTED]:

 Hello.
 
  I would like to suggest a change to the resistance calculation to
  treat every additional protection and vulnerability relative to the
  current resistance.
 
  Currently, all positive resistances (protection) are accumulated,
  and the negative resistances (vulnerability) separately.
 
 (split much)
 
 IMO, the negative bonus that you can't overcome is part of the
 penalty for choosing a race/god.
 If you could, from -30, reach 100, there would be really no point for
 the -30 in the first place... There are, I think, enough items to
 have high resistances everywhere, so that -30 wouldn't matter much.
 

Currently the following can happen: There are two characters with no
race vulnerability, both have a total resistance of 30 (from items).
Both apply a ring resist+30. Then one of them has resistance 51, the
other comes out with 36. What happened? The first one started out with
protection 30 and vulnerability 0, while the second one had a high-level
protection of 80, but one item with vulnerability -50.
This sounds not very logical to me.

Concerning race penalties: Take a fireborn, whose fire immunity evens
out the severe penalty of not being able to wear weapons and armour,
but is broken by any item that does fire vulnerability. The race
immunity should IMO be untouchable.

You are right that a race penalty of -30 wouldn't matter that much with
the new calculation. That's why that penalty should be increased to 60
or even 100. That would definitely matter, but could still be overcome
with protective equipment especially for that attack type. But that
would likely render the character less protected against other attack
types.

One thing that should be avoided though is stacking potion effects.
With the new system, potions would just be calculated in as any other
resistance value, so their effect should be reduced somewhat. This
would then also avoid newbies using potions from high level characters
to kill otherwise deadly monsters, because without some additional
resistance, that would still hurt.

Jochen

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Re: [crossfire] CFAnim

2008-05-20 Thread Nicolas Weeger
I tweaked some more, and it's starting to be usable.

The newest feature is the ability to specify the animation to play through 
the 'message' sent as part of the event. Thus it's possible to group 
animations in a file, and run only one. Check /test/cfanim and associated .py 
and .conjurer files to see how it works.
And I plan to use that for Navar university, so that'll give more hints.

Nicolas
-- 
http://nicolas.weeger.org [Petit site d'images, de textes, de code, bref de 
l'aléatoire !]


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Re: [crossfire] CFAnim

2008-05-20 Thread Nicolas Weeger
I added an 'animation' directory in the maps, the a 'maps' subdirectory - the 
idea is to have the same structure as for Python.

Navar university is now the first map to actually use TWO plugins to work ;)

I added the whole Lorkas backstory, more as a proof-of-concept than a real 
use, though it could very well stay here.

Nicolas
-- 
http://nicolas.weeger.org [Petit site d'images, de textes, de code, bref de 
l'aléatoire !]


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