Nicolas Weeger wrote:
> Le samedi 09 juin 2007 23:49, Lalo Martins a écrit :
> > what about... keep "materialname" and lib/materials, and kill the
> > "material" field?
>
> Err, can't for now, Gridarta (which is hopefully the "official" editor
> doesn't handle this materialname field :)
This shoul
On Thu, 5 Jul 2007, Mark Wedel wrote:
> ... For there not to be stat limits,
> you'd have to make all the bonuses linear.
>
> Which to some extent is a good thing I think.
Yes, linear boni would remove the somewhat "binary" stat behaviour,
where you either have 30 or crap.
If one uses max st
Mark Wedel wrote:
> The only really foolproof way would be to add some flag - something
> like 'FLAG_NEEDS_TO_BE_DESTROYED'. Instead of the object actually
> getting destroyed, that flag is set, and then there is some other
> function later that goes through and cleans these objects up.
>
> However
Nicolas Weeger wrote:
> > At some level, it is very easy to fix - if player is on a space, and
> > anything (including face) on that space change, we just send all the
> > contents of that space again to the player.
>
> Why all items? Don't items on a space get a tag, that can be used to
> simply s
My idea is to create guilds for certain lvls.
guild lvl 1 - 30
guild lvl 31 - 70
guild lvl 71 - 100
guild lvl 101 - 115
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Lalo Martins wrote:
> What I think we need is a "world editor".
[...]
> Ideally, I'd like an UI on at least the magicmap scale, maybe farther,
> where I can lay mountains, rivers, forests, marshes, sea/land, and
> preferably copy large chunks right out of an older map (say, Lone
> Town) and paste i
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