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Re: What about THIEVES?
- To: Mark Wedel <>
- Subject: Re: What about THIEVES?
- From: Peter Mardahl <>
- Date: Wed, 25 May 1994 22:15:30 -0700
- cc: crossfire (at) ifi.uio.no
- In-reply-to: Your message of "Wed, 25 May 1994 21:01:31 PDT." <>
In message <>, Mark Wedel writes:
> A few thoughts.
>
> There should probably be a search command (with the key binding
>code, you could bind it to a single key). The implicit command would search
>that object/area. There should also be a serach movement mode, which
>lowers the players movement speed, and which has a lesser chance of
>finding the various traps.
I like these ideas, they're certainly viable. I had imagined
'searching' to be a very directed thing, which is why i wanted
it to be a range-attack. Also, i figured it would be something that
one would want to repeat a lot, which is why i wanted to make it
bound to a direction key.... Searching in every direction at once
when the command is given is certainly fine with me. I have
absolutely no objection.
>
> I also don't see why things like disarm/pick lock/backstab/pickpocket
>need to be range commands.
No objection to that either. Sounds like a better idea to me. Probably
easier, as well. I'll do it this way if/when I do it. I'm still
hoping someone will do it for me. :)
> Generic Note: Try a 'help bind' sometime. You can bind things so
>that F1, shift-F1 and control-F1 do different things. I find this
>very handy for setting up related spells (R2 is detect magic, S-R2 is
>detect curse, and C-R2 is identify. All the spells I need when I bring
>back items. I do something similar for R1, being cure confusion, cure
>poison, and heal). This could easily be done for theif actions.
In general I prefer to bind spells to actual keys, I find this
more mnemnonic (sp?).
> Also, backstab could just be something done whenever you are behind a
>monster and attack it.
This makes more sense than my proposal. Sounds good.
> I do agree that all those changes would be a good idea.
yes, thanks for the helpful suggestions about implementation.
> I think it would also be nice to have chests that are never trapped, and
>some that are always trap, and a third random category. Same for doors.
OK. The only thing is that this would require changes to maps.
I wanted to install traps in such a way that all maps would have traps
in them already, without any editing. Perhaps we can simply make
the 'third random category' the chest archetype that currently exists.
> The idea with doors is that in this way, if you go onto some maps, you
>never know if it is safe to bash down a door or not. More randomness
>in maps owuld be interesting. Maybe add an object 'random_monster'.
The random_monster idea is certainly intriguing....
Regards,
PeterM