Re: [crossfire] "identification" skills patch

2007-06-03 Thread Nicolas Weeger
> http://sourceforge.net/support/tracker.php?aid=1638868 is a patch that > makes the various identifying skills (smithing, alchemy, ...) work on a > zone instead of a single spot under the player. Committed the patch. Should behave like previous identification, except now a larger area :) Nicola

Re: [crossfire] "identification" skills patch

2007-05-22 Thread Mark Wedel
Lalo Martins wrote: > My idea is that the code would pick the item(s) most likely to be dropped > and print that; the word "often" is static. However, I don't remember > how "dropping" works, so I'm not sure there even is a way to determine > what's most likely. One can parse the treasure l

Re: [crossfire] "identification" skills patch

2007-05-22 Thread Lalo Martins
On Mon, 21 May 2007 21:09:31 -0700, Mark Wedel wrote: > Lalo Martins wrote: >> You see 3 beholders. >> They seem healthy and aggressive. >> Beholders usually attack with spells, and often drop beholder eyes. > > That is reasonable, but to really do that, it would seem that the lore > information

Re: [crossfire] "identification" skills patch

2007-05-21 Thread Mark Wedel
Lalo Martins wrote: > Some further suggestions re distance identification :-) > > Now there's a much higher chance we'll identify a number of identical > items. So maybe they should "stack"? Say something like: > > You see 7 bronze swords. (...) If the objects are already on the same space,

Re: [crossfire] "identification" skills patch

2007-05-21 Thread Mark Wedel
Anton Oussik wrote: > Would making a unified identify command that calls whatever skills you > have to try to identify things around you make sense? That way you can > just bind 'identify once and not bother with any other binds or > commands. I sort of do this right now - have one bind command

Re: [crossfire] "identification" skills patch

2007-05-21 Thread Anton Oussik
Would making a unified identify command that calls whatever skills you have to try to identify things around you make sense? That way you can just bind 'identify once and not bother with any other binds or commands. ___ crossfire mailing list crossfire@m

Re: [crossfire] "identification" skills patch

2007-05-21 Thread Lalo Martins
Some further suggestions re distance identification :-) Now there's a much higher chance we'll identify a number of identical items. So maybe they should "stack"? Say something like: You see 7 bronze swords. (...) Second: now that you can identify things that you can't necessarily carry, may

Re: [crossfire] "identification" skills patch

2007-05-21 Thread Lalo Martins
On Sun, 20 May 2007 21:20:34 -0700, Mark Wedel wrote: > Alex Schultz wrote: > Hmm - should you be able to identify stuff you can see, but can't > reach? An > example being a treasure room behind a grate, but the grate is closed - > you can see the treasure room, but are unable to actually get

Re: [crossfire] "identification" skills patch

2007-05-20 Thread Mark Wedel
Alex Schultz wrote: > Nicolas Weeger wrote: >> http://sourceforge.net/support/tracker.php?aid=1638868 is a patch that makes >> the various identifying skills (smithing, alchemy, ...) work on a zone >> instead of a single spot under the player. >> I think that's a fun one, what do you think? >> (a

Re: [crossfire] "identification" skills patch

2007-05-20 Thread Alex Schultz
Nicolas Weeger wrote: > http://sourceforge.net/support/tracker.php?aid=1638868 is a patch that makes > the various identifying skills (smithing, alchemy, ...) work on a zone > instead of a single spot under the player. > I think that's a fun one, what do you think? > (apparently it doesn't take i

[crossfire] "identification" skills patch

2007-05-20 Thread Nicolas Weeger
Hello. http://sourceforge.net/support/tracker.php?aid=1638868 is a patch that makes the various identifying skills (smithing, alchemy, ...) work on a zone instead of a single spot under the player. I think that's a fun one, what do you think? (apparently it doesn't take into account los, so that