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A proposal for CF
- To: crossfire (at) ifi.uio.no
- Subject: A proposal for CF
- From: Brian Thomas <>
- Date: Wed, 28 Jun 1995 14:29:36 -0400
- Cc:
Hi all,
Here is a more substantial proposal for new
exp/race/skill/etc. system in CF. I fleshed most of this
out with Peter and from comments on the mailing list.
I know I probably don't need to say it, but 'comments
anyone?' :) --b.t.
*****************************************************
PROPOSAL for a New EXPERIENCE/SKILL/RACE system in CF:
*****************************************************
Summary
=======
In essence, a new system of experience is proposed. Under
this proposal several kinds of experience (nominally known as
'experience catagories') can now be gained by the player. Each
experience catagory will have skills associated with it,
and experience will be gained by use of associated skills.
Race and profession will be now be split apart as will
the magic system into 'mage' and 'clerical' powers.
(Most of) this system will be an option for play.
(Short) list of specific important changes
==========================================
Here is a list of things that are recommended to be changed. I
have tried to break the changes up into related chunks :
Part A - Race and Profession
--------
A1 - Separate player choices of race and profession.
A2 - Player image will be set by profession (all the bitmaps
are already made!!), later the player will be able
to choose any available image.
A3 - Both race and profession may set flags. For example,
characters who are either 'fireborn' or 'monk' will have
the 'no weapons' flag set.
Part B - Multiple experience catagories
--------
B1 - Multiple catagories in which a player may gain experience.
Type and amount will be viewable by the player.
The naming and number of catagories will be configurable.
One possible implementation is for each experience catagory
to be treated as an (invisible) object in player inventory.
Configuring the alignment of associated skills and the
number of experience catagories could be done with the use
of an ascii file--'skills_param' similar in scope to the
'spells_param' file.
B2 - Experience gained will be tunable. One way to easily do
this is through a single multi-purpose function
add_experience().
B3 - Each experience catagory will have an associated stat(s)-
(eg Str, Int, Wis, etc). As an option, the amount of
experience gained by a player will be influenced by
the value of relevant stat(s) they possess.
B4 - Wc, hp and dam will become related to the appropriate
experience catagory(s) at start. For hp, I expect to
relate it to the sum of all experience. For dam, wc an
equitable means of relating wc, dam to appropriate
associated skills may later be devised.
B5 - Lost experience will be subtracted and divided amoungst
all exp catagories *which are non-zero* equally.
Part C - Skills
--------
C1 - Two kinds of skills will be available: "associated" skills
which are associated with an experience catagory and
"miscellaneous" skills which will not be associated with
any experience catagory.
*C2 - Skills will be objects in the character inventory. These
objects may either be invisible or may be 'tools' with
represenative bitmaps. Loss of a 'tool' means the player
looses the ability to use the skill embedded in the tool.
'Lockpicks' are an example of a skill 'tool'.
C3 - experience will be now only be gained through the use of
skills associated to one of the catagories of experience.
*C4 - Both NPC and players will be able to use skills.
*C5 - Players will be able to learn skills by reading scrolls of
knowledge ('skillscrolls'). Current implementation will
allow players to buy scrolls in shops, but later, maps may
be made to allow the creation of a 'guild' system whereby
skillscrolls are acquired (and shops phased out...).
*already implemented in the skills code.
Part D - Magic system
--------
D1 - Clerical and Magical power and spells will be sundered.
"grace" and "mana" will come into use for the number of
"spellpoints" available for the player to cast "magic"
spells and clerical prayers.
D2 - A new player stat will come into exsistence - "power". This
stat will control the amount of magical power (both
grace and mana ?) a player has.
D3 - Use of Int and Wis will change. Possibly, Int will set the
likely hood of a player learning magic spells, and Wis will
set the likelyhood of a player learning new prayers.
Strategy for coding - brief synopsis
====================================
I suppose many different ways exist to approach this. My plan is
to finish objectives in catagory 'C' first. Creation of the 'power'
stat and experience objects should come next. After the new
experience system is up and running, the magic system should be
altered. Once those steps are in place the experience system can
be playtested and 'tuned'. Because the stuff in part 'A' is
relatively independant of the other things, profession and race may
be hacked at any point.
I currently forsee most of parts 'B' and 'C' as being configurable,
and made as an option for crossfire play. Parts 'A' and 'D' seem to be
difficult to code as options and will be permanent changes to CF
unless someone cleverer than me knows a good way to do it.