Hello.
As a follow-up, I've added the display of the monster-related knowledge (after
level 10), if known.
This will make the player more interested in what she uses to attack the
monster :)
The display is based on the archetype's name, so if the monster is customized,
the result will be wro
> Does it also display vulnerable to godpower for wraith characters and
> Devourer followers?
No.
I'm not exactly sure on how this is handled by the server, I'd need to figure
that out.
Nicolas
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On 12/29/11 6:58 AM, Nicolas Weeger wrote:
>
>
> I've also improved 'perceive self', to display immunities the
> player has.
Thank you for this.
(Not at a time or location to test this myself, but...)
Does it also display vulnerable to godpower fo
Hello.
I've also improved 'perceive self', to display immunities the player has.
Regards
Nicolas
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Hello.
> I'd like to change the 'probe' spell, to make it more interesting.
>
> I'm thinking of showing, for some variable duration (based on level), the
> monster's health. Probably as a large interval, like 'good shape', 'bad
> shape', like the current spell shows.
With some good ideas from Ra
Hello.
> > This will require some client change to display the hp.
>
> As in it would be more then just text output?
>
> Or it would be like magic mapping and display info in a popup window?
>
> Or, something else?
I'd see 2 things:
- some text information, like "has an acid odour", things
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> I'd like to change the 'probe' spell, to make it more interesting.
Sounds very good and I think useful to players who wonder if that
attack is actually harming the monster or if they think they have a
chance to defeat said monster.
> This will req
Hello.
I'd like to change the 'probe' spell, to make it more interesting.
I'm thinking of showing, for some variable duration (based on level), the
monster's health. Probably as a large interval, like 'good shape', 'bad
shape', like the current spell shows.
And maybe, the more the level of th
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