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Re: reading books, another idea I am working on
- To: ,
- Subject: Re: reading books, another idea I am working on
- From: Brian Thomas <>
- Date: Thu, 14 Dec 1995 13:32:19 -0500
- Cc: crossfire (at) ifi.uio.no
> From: Matt Cortes writes:
>
> Slightly off topic here, but..
> I'm wondering how hard it would be to say.. choose a religon? Make
> strict rules for clerics once they choose a god to worship. The
> advantage is random favors from the god based on how faithful the cleric
> has been. Do simple things like Elemental gods, Demon gods, etc. Cleric
> studies the arts, practices etc for the god of his choose, as he advances
> he gains the strengths and weakness of such practices. For example,
> studing under the Fire God increases his ability with fire, but makes him
> weaker toward cold, etc. Something like this should be done for all
> types of characters by the way.. Make spells more intense, likely to
> succeed, harmful, as the players level raises (reads more books on type
> of spell <G>).
>
Hmm. Well, all of this is already possible with the MULTIGOD
option!
>
> > Susequent Idea -- modification of the writing skill.
>
> What the heck is the writing skill and stylus pen used for now anyway??
>
You can use it to "overwrite" magical scrolls with spells
that you know. In this way, it is easy to keep a few
"cure confusion" scrolls (or whatever you find useful)
around.
> > I would like to propose that the writing skill be expanded to
> > allow players to write messages/keep notes in "books". This
> > would be (err, actually, "is") very easy to do.
>
> That would be a great idea. You should see how much notes I have over
> here on my desk just for crossfire. :>
> Make a buyable item (Diary) to do things like this I guess.
Yeah. I though that the player aught to be able to write
in *any* non-magical book, even the ones you find on the
maps. Anything a player writes would be appended to the
end of the previous message. Pretty easy to code this.
> Also maybe a "note paper" item for small "Link was here first!!"
> messages, etc. :>
>
This brings up a "tangential" idea I had. For those of you
out there who played "nethack", remember the "magic marker"?
I thought I might make something like that. It would
allow the player to inscribe a permanent message on the
floor/wall/etc. The way to code this would be to create a
invisible, unique "talk" object where the player was standing.
In this way, even though the map had been re-loaded, the
players message would still be there to be read. The only
problems I see w/ this are the 1) stability of the unique
objects code and 2) the number of unique messages that might
build up over time. Will this cause problems?
> > Susequent Idea -- modification of the literacy skill.
> >
> > I would like to further propose that the literacy skill be modified.
> > Why allow players to read books if they arent literate! Ditto
> > for spellbooks.
> >
> > I would further propose that reading skill be adopted. If a
> > player's literacy level is less than the level of the book (I
> > wont explain how that's assigned) and/or the level of the
> > spell/prayer in the book, then they get the "gibberish" message.
>
> Thats pretty much already doing that if a player buys/gets a spellbook
> thats higher then his level and he tries to read it.
>
Right, but that's the point. Replace the old system w/ this
one.
> > Allow a nominal amound of xp to be awarded for translation of
> > a book (based on the readers level and the level of the book of
> > course).
>
> Or, why not make different xp catagories? Pysical, Mental, etc. That
> would open up a whole new world of stuff, then have seperate levels as well.
> In AD&D you can be a fighter/mage/thief, etc. Maybe we can implement
> something like that and have xp awarded to each catagory depending on
> what acts we do?
>
Take a look at the skills system... are you playing 0.92.1?
Enable the ALLOW_SKILLS code and you will find all of this
(more or less) already exists. :)
-b.t.