Hello.
> Makes sense - would the lockpicks be consumed (or perhaps break) on > failed attempts? That might be another way to limit special door access - > yes, you can pick it, but the lockpicks themselves are rare and/or > expensive, so may not be worth it just for the sake of doing it. Yup, breaking chance, especially if you use the wrong one :) > I had thought of the second treasure list - the problem, is you could get > a case where the creature is firing arrows at you, but drops something > completely unrelated. Other games do that (often getting items completely > unrelated to what the creature is using), but IMO, it is nicer if what is > dropped matches what the creature had. (snipped) Yes, that's indeed an issue... Though maybe we could make probabilities based on the item. If it's a "standard" item, low drop probability (so you don't get too much junk), but it's an artefact, or a special item, then 100% probability, or a much higher one. > I guess it depends exactly how those chances work. Is it a level > comparison + random factor? or you do the attack and it happens? Implementation details :) It really depends, not sure. Probably a random factor, maybe adjusted on level. > Maybe - that has always been a bit of challenge - trying to figure out > exactly what crossfire is or should be. Yes :) Which is why I'm thinking of doing something different ;) Regards Nicolas
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