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Re: disarm spell
- To: Brian Thomas <>
- Subject: Re: disarm spell
- From: Matt Cortes <>
- Date: Tue, 19 Dec 1995 10:08:32 -0500 (EST)
- cc: crossfire (at) ifi.uio.no
- In-Reply-To: <>
On Mon, 18 Dec 1995, Brian Thomas wrote:
>
> I took out some time to look at this; I don't think
> it will be much of a problem to fix. First off, the
> spell calls disarm_trap() (though dispel_rune())
> and *if ALLOW_SKILLS is not defined* then experience
> will be awarded for disarming the rune/trap via
> a the disarm spell. The spell function itself has
>
> spell_util.c: success = dispel_rune(op,dir,0); /* 0 means no risk of detonating rune */
>
> a risk factor associated with it. Just change the
> risk factor to a positive number (1?) and there will
> be a possibility of the trap detonating even when
> you use the spell. OR, you can go the other route,
> which is to remove the chance to gain exp when the
> spell is used (and ALLOW_SKILLS *isnt* defined..)
> I include a patch for that case below...
>
> b.t.
>
>
<patch purged>
Yep. I would just like to say I totally agree with it. After all, in
real life, it is possible to set a bomb off when trying to disarm it. SO
why not have a chance of MAJOR failure?
Also, I have an idea I would like to toss out in the open.. Chain
reaction effect (Man I'm in a evil mood today <G>). When a trap goes off
(or pretty much any major activity goes on near explosive type traps),
why not make it possible for traps, etc to setoff other things in the area?
-Matt