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Newly implemented changes, was: Re: CF: Rampant volunteerism
- To: Peter Mardahl <>
- Subject: Newly implemented changes, was: Re: CF: Rampant volunteerism
- From: Peter Mardahl <>
- Date: Mon, 02 Aug 1999 17:51:13 -0700
- Cc: crossfire (at) ifi.uio.no
- In-Reply-To: Your message of "Wed, 28 Jul 1999 22:32:46 PDT." <>
- Sender:
I've gone ahead and implemented all the changes below.
The 1) was still controversial, but I went ahead and did it
anyway: a max of 60gp will be given for unidentified stuff.
A person interested in changing the shop code can fix this,
in the meantime, this will stop abuse.
> Here they are:
>
> 1) Set a cap on how much shopkeepers will pay for unidentified stuff:
> said cap being 3x the cost of identification: i.e., 60gp.
>
> 2) Implement an invisible MARK object which can be inserted into a player
> by a second object, and implement another object which detects a MARK
> and performs some action based on its presense (or absence). This
> would allow: a) forcing a character to complete a quest to get to a
> treasure instead of just using a magic word discovered by another
> character b) lots of other stuff (including 4) below)
The MARKs can be detected now with a DETECTOR, which can have
a "connected" value. Read crossfire.doc for how to use MARKER and
DETECTOR
> 3) Having alchemical failures produce useless goop rather than
> unidentified cursed items.
>
> 4) The modification of the alchemy system so that a MARK can optionally
> be required to perform a particular formula. I will also modify the
> random book code so that alchemical formula requiring a MARK will
> mention that ..."you ingredients of this formulae are... x x x x ...
> but the method of preparation is not clear. You will have to
> seek someone who knows the formulae...."
>
> 5) Forcing priests to forget all their prayers if they change
> religions. Alternately, forcing them to forget any special prayers
> if they change their religions. (Opinions on that?)
>
> Comments?
>
> PeterM
>
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