[crossfire] Monster regeneration

2011-07-13 Thread Nicolas Weeger
Hello.

I wonder why monsters which are asleep in the dark don't regenerate hp/sp.

monster_move() is pretty clear, if the monster is asleep, can't find an enemy, 
and in the dark, then no regeneration.

I'd like to change that, and make monsters regenerate anyway.


What do you think of that?



Regards

Nicolas
-- 
Mon p'tit coin du web - http://nicolas.weeger.org


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Re: [crossfire] Face overlays

2011-07-13 Thread Nicolas Weeger
   My question here is does this means that each of those combos above
 (overlay_armour_fenx_player_sword, overlay_rage_fenx_player) correspond to
 a unique face/png image on the server?

I see animations and overlays working like that:
- player has a standard animation, fenx_player
- each action (using skill or item) can have a temporary animation, like it is 
currently ; thus fenx_player_sword or fenx_player_spellcasting
- each equippable item defines an overlay ; so armour would give the 
overlay_armour face on top of the player's face

Of course, items can be specialized for player ; so overlay_armour could be 
overlay_armour_fenx_player_spellcasting for a specific spellcasting 
animation, or overlay_armour_fenx_player for the general armour.


With fallback so not have to explicitely define everything.




   Or is there some level of trickiness going on with how the client
 assembles those faces?

I see it merely as adding new pictures on top of the player's main face.




Regards

Nicolas
-- 
Mon p'tit coin du web - http://nicolas.weeger.org


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[crossfire] CS_STAT_SKILLEXP_ constants

2011-07-13 Thread Nicolas Weeger
Hello.


In serve/include/newclient.h are CS_STAT_SKILLEXP_xxx defines, which (from what 
I remember) are for the old skill system, with only ~6 skills defined.

Those are still used by the GTK client (common/commands.c).


Unless I'm mistaking (and someone remembers better than me :)), I'll clean 
that at some point in the future.


Regards

Nicolas
-- 
Mon p'tit coin du web - http://nicolas.weeger.org


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Re: [crossfire] Monster regeneration

2011-07-13 Thread Mark Wedel

On 07/13/11 11:46 AM, Nicolas Weeger wrote:

Hello.

I wonder why monsters which are asleep in the dark don't regenerate hp/sp.

monster_move() is pretty clear, if the monster is asleep, can't find an enemy,
and in the dark, then no regeneration.

I'd like to change that, and make monsters regenerate anyway.


What do you think of that?


 Sounds good to me.

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Re: [crossfire] CS_STAT_SKILLEXP_ constants

2011-07-13 Thread Mark Wedel

On 07/13/11 01:53 PM, Nicolas Weeger wrote:

Hello.


In serve/include/newclient.h are CS_STAT_SKILLEXP_xxx defines, which (from what
I remember) are for the old skill system, with only ~6 skills defined.

Those are still used by the GTK client (common/commands.c).


Unless I'm mistaking (and someone remembers better than me :)), I'll clean
that at some point in the future.


 They can almost certainly be removed.  They probably were not removed 
originally to support older servers that used the old skill systems.


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Re: [crossfire] Face overlays

2011-07-13 Thread Mark Wedel

On 07/13/11 01:25 PM, Nicolas Weeger wrote:

   My question here is does this means that each of those combos above
(overlay_armour_fenx_player_sword, overlay_rage_fenx_player) correspond to
a unique face/png image on the server?


I see animations and overlays working like that:
- player has a standard animation, fenx_player
- each action (using skill or item) can have a temporary animation, like it is
currently ; thus fenx_player_sword or fenx_player_spellcasting
- each equippable item defines an overlay ; so armour would give the
overlay_armour face on top of the player's face

Of course, items can be specialized for player ; so overlay_armour could be
overlay_armour_fenx_player_spellcasting for a specific spellcasting
animation, or overlay_armour_fenx_player for the general armour.


With fallback so not have to explicitely define everything.





   Or is there some level of trickiness going on with how the client
assembles those faces?


I see it merely as adding new pictures on top of the player's main face.


 But is the client assembling these images, or have all these images been 
pre-assembled on the server (and thus, they are valid images)?


 If the client is left to do this layering, then somehow, it needs to know what 
faces to layer for any given object (typically players, but one could see reason 
to add this to monsters).


 From my reading, which could be wrong, it sounds like the server would have 
these composite images - thus, the server itself would have a lot more images, 
but really no change in the protocol is needed - the server would just know to 
use different faces and send those to the client, which would just display it.


 For a small number of combinations, that works pretty well.  But if you start 
to have multiple things you may layer, the combinations multiply up pretty fast. 
 For example, weapon + armor + aura could be hundreds of new images (say 5 
weapons, 5 armors, and 5 auras = 125).  These would all have to either be images 
in the arch directory tree, or created during the collect process.


 I'd personally think that having the client do the layering would be much 
better - one could have the number of combinations be much larger without having 
issues (eg, 10 armors x 10 weapons x 10 auras x 50 monsters = 50,000 image combos).

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