On Thu, 07 Sep 2006 21:07:37 -0700, Mark Wedel wrote:
I think for flesh items, the level of the creature is stored away, and that
is
what is used for comparison on getting resistances.
Just because I've been reading this code recently, let's explore it a bit.
When a flesh item is created,
Hi!
On Thu, Sep 07, 2006 at 10:57:27PM -0600, Alex Schultz wrote:
These things that exist or are planned all use some event-type constructs:
[.snip.]
This all sounds similiar to what we implemented in Crossfire+, where
the plugin/extension (Perl) API was completly rewritten (mostly in Perl and
Robin Redeker wrote:
Hi!
On Thu, Sep 07, 2006 at 10:57:27PM -0600, Alex Schultz wrote:
These things that exist or are planned all use some event-type constructs:
[.snip.]
This all sounds similiar to what we implemented in Crossfire+, where
the plugin/extension (Perl) API was
Lalo Martins wrote:
Valkie calls for a different gameplay style; or alternatively, it
legitimates the style of not using magic. She hates all kinds of magic,
and slays creatures strong in magic. On the other hand, she denies all
magic to her followers as well. In exchange, she gives strong
Mark Wedel wrote:
Andrew Fuchs wrote:
I came up with an idea that would add significance to a player's
choice of class, and be an other way to tweak experience. What if
skills associated with a class give the player more experience when
they are used?
snip
IMO, it is a good
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