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Re: CF: BUG: Morks Tower
- To: crossfire mailing list <crossfire (at) ifi.uio.no>
- Subject: Re: CF: BUG: Morks Tower
- From: Jan Echternach <>
- Date: Tue, 9 May 2000 11:33:57 +0200
- In-Reply-To: <>; from on Mon, May 08, 2000 at 10:14:14PM -0700
- Mail-Followup-To: crossfire mailing list <>
- References: <000701bfb75e$3e5aa540$> <> <> <>
- Reply-To: Jan Echternach <>
- Sender:
On Mon, May 08, 2000 at 10:14:14PM -0700, Mark Wedel wrote:
> Note that I think such a change could have dangerous side affects.
>
> For example, consider that monster that is connected to something. Player
> comes in and charms it or otherwise makes it his follower. They then wander to
> some other map, player says the magic keyword, and some door is triggered.
Then fix cast_charm() and cast_charm_undead(). Important NPCs should
not be susceptible to charming anyway. use_oratory() already has
if (tmp->msg) return 0;
A more general solution would be a new FLAG_NPC that prevents charming
a monster regardless of whether it has something to say.
> A better solution (but harder) would be to have monsters trigger handles that
> they are standing on - that way friendly players could say the magic word, while
> agressive players could just kill the creature and trigger the handle.
I don't think players should always be able to kill everything and then
just push a handle instead of talking to a NPC, which often requires
some secret knowledge. However, this is an interesting alternative for
NPCs like Mork which really look like they should just trigger a handle
that is below them. But if Mork used the '@connected' code and there
would be a handle with the same 'connected' value below him, the effect
would almost be the same.
--
Jan
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