> 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
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
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
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,
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
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.
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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
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
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
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
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
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