On 27/03/06, Wim Villerius <[EMAIL PROTECTED]> wrote: > Shadow alchemy is an exploit, used to create items that are > impossible to create with dynamic alchemy. (It is impossible to have > items with resist_something > 99 - and this limit could even be set > lower) To those unfamiliar with it, shadow alchemy generally involves finding hash collisions for the recipes, fooling the alchemy code into thinking you are doing something else entirely. Since the hashing function is (on purpose) very weak, there is no easy way of making shadow alchemy impossible short of entirely changing the way traditional alchemy works. It is currently hard enough to discourage most people though (thanks to some safeguards in the code). For most purposes, however, it currently does what dynamic alchemy will do, but without the much needed game balancing, and very scarce documentation.
I like your idea about dynamic alchemy, but creating a resistance table seems like a lot of work, and so does messing with the arches. Instead, why not make a semi-random roll on what to add/subtract, partially based on the hash value of the ingredient? This means that only the alchemy.c file will need changing, and dynamic alchemy will have a much better chance of actually happening (+working). These are the things I can think of adding/subtracting to items: resistances stats speed weight value ? <-- careful not to make this one exploitable ac wc luck _______________________________________________ crossfire mailing list [email protected] http://mailman.metalforge.org/mailman/listinfo/crossfire

