Re: [crossfire] Various adjustments

2020-05-09 Thread Mark Wedel

On 5/8/20 11:41 AM, Kevin Zheng wrote:

On 5/8/20 9:15 AM, Rick Tanner wrote:

I see no help file exists for fix_me, but I found this in the ChangeLog:

fix_me command added - basically just calls the fixme function.  Can be
useful if you that your characters weight is for some reason incorrect.
Another commit added "Add sum_weight() call to fix_me command so that
players weight is properly recalculated"

Looks to me that fix_me should remain accessible to players?


I agree. Ideally, we would not need a fix_me command, but until all the
bugs are squashed, I think this should be available to players.


 IIRC, main issue is when picking up or dropping lots of stuff, and I suspect 
there is probably some interaction with containers that reduce weight of things 
inside of it.

 fix_me (which maybe should really be called fix_weight?) has to go through 
every item in the players inventory to calculate things correctly.  As such, if 
player has tons of stuff, it is not most efficient, though this was probably 
more an issue when computers were much slower and fix_me took a measurable 
amount of time.  And I think some of the issue is one wouldn't want to call 
this function everytime an item is picked up or dropped, because if someone is 
doing a dropall or has pickup mode all on, this could get called hundreds of 
times in one tick.

 It might be interesting to measure how long it takes now on a character with 
lots of items to run this.  One thought is to just call this every Xth tick or 
something  if it is sufficiently fast on current hardware.




As for forget_spell - I have heard from players they use that to keep
their spell list short, or to get rid of low level spells (i.e., cause
light wounds when they have cause critical wounds) that are no longer
used. Otherwise, I am not sure why one would use this command.

 From my testing, forget_spell was available as a player. It is listed as
a dm_command though on the wiki and as best as I can tell should be a DM
only ability? lib/wizhelp/forget_spell


I added this command. I initially designed it for DM's (as an undo for
learn_spell), but agree that it's useful to players.

I'm not sure if this could be abused; you could repeatedly learn and
unlearn low-level spells. But what would that give you?


 I thought you got literacy experience each time you learned a spell (though 
could be mis remembering).  As such, anytime you found a spellbook, if you 
already knew the spell, you forget it, and then re-learn it from the spellbook 
you found, gaining a little more literacy experience.  I'm not sure if that is 
really an abuse, though if that is intended (or lack of better term), probably 
some better interface to do that would be desired - an option to read (consume) 
the book for some amount of experience if you already know the spell.
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Re: [crossfire] Monsters balance

2020-05-09 Thread Nicolas Weeger
Hello.



>   Totally true. I tried to balance them somewhat at one point, but it is a
> big task, and hard to get right.  Also, because some monsters have
> vulnerabilities, they still become easy to kill if the players know to use
> the right spell/weapon against them.

But that's also part of the fun, IMO.


>   I always sort of thoughts that if you say monster level should be roughly
> equal to player level (though maybe not, so you tend to have swarms of
> monsters in crossfire), you would want things like HP to be on par, eg, a
> level 5 monster should have roughly same HP as level 5 player.

Yes, that's an option.

>   The fact is that there tends to be lots of monsters piled in the game. 
> While it may make sense for there to be fewer monsters vs swarms you just
> kill by the dozens as you run through them or hit them with spells,
> changing all the maps to reflect that is a big change.

I never said it'd be a small change :)


>   Rather than monsters, it may be better to think about time to do so.  Is
> 30 minutes/level (up to some level, like 20) a reasonable time?  So it
> takes 10 hours to get to level 20?  Then you start looking at how fast you
> kill them, etc.

That really depends on the kind of game we want, though. If we want 30m per 
level, we'd also need enough maps of the good level, with correct monsters...

But then, we could also consider the aim of the game is exploring the world, 
leveling up being a side-effect...


>   It could make some sense that for dungeons, most of the trash monsters are
> worth very little experience, but the final end monster is worth a lot -
> more than it should be worth from a pure monster perspective, but that
> basis is more of 'this is the reward for getting to the end'.  And one can
> then make a better guess on how long it would take a player of the
> appropriate level to get to that point.

True, another important balance choice...



Best regards


Nicolas

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Re: [crossfire] The problem with Valkyrie

2020-05-09 Thread Kevin Zheng
Some initial investigation reveals that can_use_range, can_use_bow, and
can_use_ring have not applied to player characters since July 2002, with
the introduction of body parts for player characters. If any of these
flags are set for players, they are not honored nor saved.

can_use_weapon, can_use_shield, and can_use_armour continue to be used
for deity weapon restrictions.

I'm currently exploring the least painful way to resurrect can_use_range
without leaving a large portion of the population unable to use wands
and rods.

Regards,
Kevin

-- 
Kevin Zheng
kevinz5...@gmail.com | kev...@berkeley.edu
XMPP: kev...@eecs.berkeley.edu
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