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CF: New, revamped skills
- To: crossfire (at) ifi.uio.no
- Subject: CF: New, revamped skills
- From: Brian Thomas <>
- Date: Fri, 12 Jul 1996 17:19:12 -0400
- Sender: owner-crossfire
Hi again,
I wanted to throw out a couple of proposals for revamping
some of the skills, and introducing 2 new ones.
Revamp these:
oratory skill, melee weapons, jump
New skills:
2-weapons, throwing
Since its alot of text, Ill break it up into 2 mail messages.
In this first one, lets discuss the revamps.
-b.t.
SKILLS TO REVAMP >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
ORATORY skill ---
synopsis: Currently this skill is poorly implemented.
I would like to 'fix' this skill by making it more
likely to success (esp. at lower levels) and by allowing
it to have 'options'. In effect, the 'default' skill
remains the same -- you can recruit monsters w/ it, but
we add on some nice options:
- attack <name> follower(s) will attack named
creature *or* if no name given
will attack all non-friendly
creatures (incl. nuetrals).
- wait, sleep follower this is told to stops
moving.
- come, awake follower moves again.
- bye follower if 'freed' from service
- talk follower suggests (randomly)
topics from its msg buffer *or*
will describe what its holding.
- follow <pl> follower will follow player <pl>
instead.
- use <item> follower will use <item> if in
inventory.
- drop <item> follower will drop <item>.
MELEE WEAPONS ---
synopsis: Currently ok implement, lets add spice.
In one of the skills docs TODO list I meantion how neat
it would be to do something more w/ melee weapons. Well,
I guess its time.
Here's the idea. For all weapons, allow a 'special'
attack to be made. THis is executed by the player readying
the melee weapons skill, then making a 'ranged attack'
(ie explicitly using the melee weapons skill rather than
just running into stuff -- you can do this already, but
its the same as 'normal' combat).
I would like to 'flag' the weapons archetypes so that
the code will know what to do when you make a 'special'
attack. Heres my list:
'bash' - weapon destroys (worn) armour, then makes
the target get moved back (under certain
conditions).
'chop' - weapon does 3x damage versus inanimate
objects like doors and chests. Can be
used to 'destroy' weapons held by others.
'parry' - weapon will parry, in game terms, weapon
damage is subtracted from player damage
total, but player AC and armour are
enhanced.
'disarm' - weapon will cause a 'disarm' versus
targets weapon.
Now, each weapon gets only one type of special attack, and
if we dont flag a weapon w/ 'bash' 'chop' or 'disarm' then
its a parrying weapon, *unless* it has the 'noparry' option.
In that case, the weapon gets *no* special attack. Cases
of 'weapons' w/o special attacks include tables, chairs,
and magnifying glasses.
NPC's should be able to use all of these attacks. Whether
they do or not will be a factor of their INT and what
they are wielding!
JUMPING ---
synopis: implemented primarily as 'movement'
I want to enchance the damage done w/ jumping. Lets also
allow it a 'bash' attack (but it never damages armour).