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Re: CF: Quest & Characters and Alchemy
- To: crossfire (at) ifi.uio.no
- Subject: Re: CF: Quest & Characters and Alchemy
- From: Hwei Sheng TEOH <>
- Date: Tue, 16 May 2000 23:24:25 -0400
- In-Reply-To: <>
- Sender:
On Tue, 16 May 2000, Doug wilder wrote:
[snip]
> 1: the way its set up right now if im surounded by caldrons i only have to
> throw the spell once and it works in all of them.
Cool, I didn't notice this before :-)
[snip]
> 3: Cursed items being made - personally i think if we were to change this we
> should make it so that they are rarely made. Its a giant flaw in the game
> that i can just dump an item in and throw the spell and somehing appears
> (its cursed) and i can sell it as long as i dont identify it and make GOOD
> money doing it. I dont suggest that the items not come out cursed, I think
> the 95% of the time only Slag comes out if you fail.
[snip]
In fact, I've pointed out before that you can basically earn free cash just by
learning the alchemy spell, and lots of time (or lots of spell points and fast
recharge) -- just drop a penny into the cauldron (!), cast alchemy until you
see a cursed block of lead. If you don't identify / detect curse, shopkeepers
will gladly pay prodigious amounts of money for it. Wash, rinse, repeat. :-)
(Oddly enough, a similar trick involving praying at an altar to remove the
curse doesn't work because apparently the value of the cursed item is set to 0
in the alchemy code. Shopkeepers however, will gladly dish out generous cash
for unidentified items that look valuable...)
Of course, I'm still on 0.95.3 so this probably has changed since. :-)
T
----
()()
"Do not modify spaghetti code unless you can eat the consequences..."
`--'
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