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Skills Q/A
- To: crossfire (at) ifi.uio.no
- Subject: Skills Q/A
- From: Brian Thomas <>
- Date: Sun, 26 Nov 1995 20:16:49 -0500
- Cc:
Hi everyone,
Sorry for the slow reply -- Ive only just gotten back from my
first vacation in 1 1/2 years :)
I would like to address some of the skills issues brought up
in the past few days. Before I start, I would like to reinforce
the point that the SKILLS code is experimental still. It is
definitely past "development" but, it still requiring some
fine tuning. One important aspect is how fast/well various
skills garner experience for the user. This definitely needs
tuning still.
Now, that said....
> Klaus writes:
> Hello Brian, hello Mark
> I just installed crossfire 0.92.1 and recognized the same problem as
> with 0.92.0 and your extensions expxx.
> When we start a new player, we got the problem, that the character gets no
> experience when using a wand, or when casting a spell.
Yeah. This is *not* a bug. Wand/rod/horn experience has been
removed from the game. Originally there were 2 justifications
for this: 1) the game was very easy when you can fireball/icestorm
your way to high level and 2) what experience category would get
attached to wand experience?
It turns out that the only non-magician (err.. "clerical") spell
that appears in a "wand" is summon pet monsters. With the introduction
of version 0.92.1, "summon pet monsters" is once again a magician
spell, therefore, it seems reasonable to attach wand/horn/rod
experience to the "magician" category. This is quite easy to do
(below). But I suggest that the player gain much less xp for killing
things with a wand/horn/rod/scroll ("magical device") than with
spellcasting alone. To change the setup, edit the "skill_params"
file in lib/. Change the entry:
use magic item
6 0 0 0.0 5 99 99
To this:
use magic item
4 0 0 0.01 5 99 99
("0.01" indicates 1/100th of the regular monster xp will be awarded,
adjust as you like for more/less).
> Klaus writes:
>
> Crossfire reports severall Bad call of calc_skill_exp() by player.
> messages in his logfile (option -d). Any suggestions?
Hmm. This is hard to "debug" w/o further info like what/which
skills are being used at the time. Can you supply me the
info?
> Akshay writes:
>
> Has anyone seen the following error while compiling (ld error)::
> symbol Gods has different sizes:
> (libcross.a(init.o) value=0x2c; libcross.a(map.o) value=0xdc)
> I checked the files and found that Gods was referenced only from map.c and the
> linker made the correct choice. I still dont know why the error occurred or
> what it is pointing to.
Hard to debug this too. I have never seen this error. One
possiblity.. Have you defined MULTIPLE_GODS but not ALLOW_SKILLS?
Any special compile time flags in use? Also, did you rebuild
the code from the ground up? (perhaps makefiles werent rebuilt
by xmkmf ?)
> Peterm writes:
>
> Humm, I've been the author of most of the rune code. I tried to design
> the experience from runes to obey the following design:
> [ rules sniped]
I may be at fault too. I hacked on the disarm code a bit to
fit it within the context of the skills system. Now, all xp
should be awarded by a call to calc_skill_exp() from within
disarm_trap(). The rules (in version 0.92.1) for xp gain
are essentially the same as originally. I will try to take a
look at this too.
> Arne writes:
>
> Hmmm... I think, as for everything, the exp you get should be in
> correlation to the risk you take. So a spell of disarm should give no
> exp.
I agree. I thought that the spell was fixed so it wouldnt
give xp. *sigh* I will take a look at this again too, and
make a patch for Mark if needed.
> Mark writes:
>
> I know that Brian changed the fighter skill code recently so that wc and
> damage goes up as fighting skill level goes out.
Yeah this is correct. A player (0.92.1) only gains advances in wc,
and dam (*note* this is new) for gaining more *fighter* xp.
Also, (Mark didnt mention it) the special weapon code was tweaked
a bit too. Now, you may only have a special weapon that has been
improved 5 + (fighter level/5) times. This means the best special
weapon that can now exist in the game is one which is 25 times
improved. Therefore a 20th level mage/10th level fighter can
only weild a special weapon which is improved by 7 times or less.
Hope I didnt miss any queries concerning the skills code. If so,
please re-submit them to the list.
b.t.
(in the skills system)