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Skills patch
- To: crossfire (at) ifi.uio.no
- Subject: Skills patch
- From: "Brian Thomas" <>
- Date: Thu, 27 Apr 95 20:08:28 EDT
Hello again,
I couldnt help 'fiddling' with the skills code. In particular,
I have been working on several new characters (the icons for these
characters I admit may need more work -I include 2 new characters
here), patching up the object confering skills code--it didnt work
well before (included), fixing up the hand-to-hand attack code
(it was slow, arcanely programmed and buggy - I include better code here)
and getting monsters to use skills (stealing, in particular would be
nice - not implemented here). I know it seems like I have been making
alot of 'patches', maybe too many :). I will 'freeze' my development
here pending another CF release - so I *promise* not to update this
code before then.
The intrepid will find the new patch on ftp.astro.psu.edu in
pub/thomas/ in the file skills5.tar.gz. This is a patch for ORIGINAL
CF 0.91.8 release files. It is NOT a patch for the previous patch
(patching patches, oh my!).
BTW, Thank you to the many ideas from people all over. This new code
includes a name change for the 'climbing' skill and a graduated Cha
bonus for the 'bargaining' skill. For the future... I have heard
various people advocate the inclusion of some rating system. For
now I have no plans to include such a thing. Perhaps a system where
character skills are rated at a 'skill level' == your current level
- the level at which you first gained the skill. If you lose enough
experience to actually go below the level at which you first gained
a skill then the level at which you first gained the skill is
changed appropriately (hope that isnt too confusing).
I am planning to look at revamping the alchemist skill next (maybe
a character for this skill?), fully implementing the skill use by
monster code and later releasing some of the stronger character ideas
I have (I have 'halfling' and 'holy knight' characters designed now.
But a 'druid' sounded good too. I guess I don't want to 'deluge' the
character roster - there are quite a few as is, perhaps it is better
wait and play-test them a while.) The 'enchantment' skill mentioned
earlier sounded interesting. Finally, I want to add that *any* feedback
is appreciated (its ok, you can tell me when you think something is
stupid - but I certainly like ideas and bug reports better!!)
Best Regards,
b.t.
()
NEW SKILL CODE FOR CF0.91.8 ===> ala patch skills5.tar.gz
Installation -
instructions are in the file INSTALL.SKILLS.
Philosophy -
To create a roster of skills which will 1) to hopefully
differentiate the character classes. Give each class a unique starting
advantage over all the others, 2) to balance the starting and
continuing discrepancy between the effectiveness of spellcasters
and non-spellcasters and 3) to add color to the game. The
ultimate goal of these objectives is to make the game more fun to
play :)
Changes -
(1) Several minor bugs where fixed.
(2) Modified chances of hiding and stealing
(for playability)
(3) Addtion of many new skills, the roster is below
(4) Jewery skill can now ident rings as well as jewels
(i orig wanted to do this, but implementation slipped
my mind :< )
(5) Altered the starting skills of characters, + now
players start with skill scrolls (try selling
them and the "Gods will retrieve" your scroll ;)
(6) Altered the cost of skill scrolls.
(7) Implemented code for map makers to design
items which confer skills to the possessor.
(8) Started code to allow monsters skill use.
(9) added 2 new characters - the dwarf and monk.
(10) Altered 'bargaining' skill to have graduated
bonus based on character level.
(11) name change for the 'climbing' skill to mountaineer.
Skills (the shortlist) -
alchemist bargaining bowyer boxing find traps
hide jeweler jumping karate literacy
lockpicking mountaineer oratory sense curse sense magic
singing smithery stealing thaumagragist woodsman
wrestling
Character starting skills -
The starting skills distribution is given in below. I have
tried to balance the power of all characters starting possessions
(eg equipment, skills and spells) to make things fair. All in all
though, "skilled" characters may still need some fine tuning.
Since the creation of the "smithery" and "karate" skills, I have
created the 'dwarf' and 'monk' character classes. Dwarves are
in conception like the Tolkein Dwarves - doughty fighters and
master smiths. Monks are similar in concept to the 'fighting'
oriental masters. Note that monks may *not* use hand held weapons.
Personally, I have found the dwarf fairly easy to play, and the
monk quite a 'challenge'.
Character Skills
barbarian mountaineer, woodsman
cleric oratory (*note cleric no longer starts w/ spells)
dwarf smithery
elf bowyer, woodsman
monk karate, hiding, sense magic, jumping
ninja hide, jumping
swashbuckler stealing, singing
thief stealing, lockpicking
viking bargaining
warrior boxing
The wizard, mage, priest, wraith, quetzalcoatl, and fireborn
classes start with no skills.
Skills description -
The following is now the complete roster of skills.
A * denotes a skill which is not 'applied', but rather is
in effect passively while it is readied.
Skill description
----- -----------
alchemist User can identify potions, containers, and
amulets. One day I would like to see this skill
allow mixing of potions and at higher levels
creation of all non-stat raising potions.
(using $$ and monster parts!!)
bargaining* While this skill is readied the user has added Cha
for purposes of purchase and selling of items only.
Cha is never allowed to exceed 30.
bowyer User can identify missle weapons and missles.
boxing User can make a "bare-handed attack". Damage
is based on the user's Str and level. For some
creatures the boxing attack can "confuse"
(ie the monster is "punched silly").
find traps User can search (more effectively) for traps.
Not a 'passive' skill, it is applied in order
to gain the advantage in discovering traps.
hide User enjoys limited form of invisibility. If
they attack or move too much they become
visible. Right now it is possbile to
hidden while next to hostile monsters. Not
a reasonable feature!
jeweler User can ident gems and rings that they hold.
jumping User can 'skip' over 1-2 spaces in a selected
direction. Distance depends on weight carried,
Str and Dex of the user.
karate User can make a "bare-handed attack". Damage
is based on the user's Str and level. This attack
is the fastest and (at higher levels) most deadly
of the 3 "hand to hand" attacks available.
literacy User can ident books and scrolls that they hold.
Since scrolls are currently always identified,
this is not the greatest of skills.
lockpicking User may 'pick locks' (open doors). No equipment
is currently needed to to this. Eventually, I
would like to make this only available through
possession of 'lock picks'.
mountainer* While the skill is readied, the possesser will
move faster through "hilly" terrian (hills,
mountains, etc.)
oratory User may 'recruit' followers. Recruitees must be
of lower level, and unaggressive to start. Use
of this skill may anger the audience. Also,
'special' monsters are immune to recruitment.
Success depends on User Cha and level.
sense curse User may discover whether items that he holds
are 'cursed'. Controversial skill, may go away
in later versions.
sense magic User may discover whether items that he holds
are 'magic'. Controversial skill, may go away
in later versions.
singing User may pacify hostile monsters with this skill.
Certain kinds of monsters are immune. Success
depends on user level and Cha.
smithery User may ident arms and armour that they hold.
Right now this is a powerfull skill, and I
am considering breaking it up into 2 ident skills
in the future.
stealing User can take items from the inventory of other
monsters.
thaumagragist User can ident rods, wands and horns that they
are holding.
woodsman* While the skill is readied, the possesser will
move faster through "wooded" terrian (forest,
grasslands, brush, jungle, etc.)
wrestling User can make a "bare-handed attack". Damage
is based on the user's Str and level. For some
creatures the wrestling attack can "paralyze"
(ie the monster is "held down").