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Re: Abuse of Gravestones
- To: Tero Haatanen <>
- Subject: Re: Abuse of Gravestones
- From: "'Most Excellent' Eric Mehlhaff" <>
- Date: Wed, 25 May 1994 21:17:56 -0700
- Cc: crossfire (at) ifi.uio.no,
- In-Reply-To: Message from Tero Haatanen <> of Wed, 25 May 1994 14:07:09 +0700 <>
Tero Haatanen <> recently wrote:
>The gravestone prices was meant to buying gravestones not selling
>them. This means not using NOT_PERMANENT_DEATH, so that the dead player's
>corpse can be buried to the graveyard (no-one haven't make a map yet
>and I haven't had time to finish mine). You can change gravestone's
>value by editing archetypes files. Look for Object gravestone and
>change value to 0.
Why not just set the 'value' for gravestones to be some intrinsic low value
( they are, after all, just nifty carved pieces of stone). If you want to
make something special of them, give players experience points for bringing
gravestones to the graveyard. Maybe even special 'quests' for bringing
particular gravestones to a certain shrine...
>No any easy solution to this problem. Tell players that is forbitten
>or modify code.
It's WAAAY to easy to kill players accidentally with magic, let alone
intentionally. I'm not going to mention the time I 'oops'ed and chunged my
character with a comet that bounced offa wall.
REally, the problem here stems from the way monsters generally have
significantly more hit points than players. The spells have to do a LOT of
damage to even scratch the monsters, but heaven help that poor unfortunate
player wanders into that fireball with 'only' 200 hit points..
Eric Mehlhaff,