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Re: difficulties, bugs and notes on crossfire 0.91.4
- To: Nick Williams <>
- Subject: Re: difficulties, bugs and notes on crossfire 0.91.4
- From: Peter Mardahl <>
- Date: Fri, 02 Sep 1994 12:46:25 -0700
- cc: crossfire (at) ifi.uio.no
- In-reply-to: Your message of "Fri, 02 Sep 1994 13:16:41 BST." <>
In message <>, Nick Williams writes:
>It seems that in version 0.91.4, when failing to disarm a trap, you will
>always trigger the trap, which means for low level characters, you can't
>risk opening any trapped door, and hence cannot get anywhere in the
>game. Doortraps make the game very hard to get into.
Humm. My version of the code doesn't do this, it's based on 91.3. You'll
trigger a trap almost all the time if you: are a low level character in
a hard dungeon, you have a low dex. Someone with a dex of 6 isn't going
to have much luck disarming traps!
>The new arrow/projectiles systems is wonderful, however it highlights
>something I feel is wrong with the shop system: you have to have new
>items (tiles) for each type of thing you want to sell. Why not just use
>the random_treasure style objects and place them onto shopfloors? Since
>there already is random: food, diamonds, rings, scrolls, spells,
>weapons, armor; the basic shop tiles are already covered. Using a
>system like this allows you to get rid of the special shop tiles, and to
>be able to sell anything in particular.
Sure, why not? If you can do this in such a way as to be backward-compatible
with all the maps, or change all the maps to reflect the different
implementation, AND make it so that the play is no different from the
perspective of a character, then go for it, hack this in.
Regards,
PeterM