Re: [crossfire] Summon pet monster

2005-10-05 Thread Mark Wedel

Benjamin Lerman wrote:
 But there are also some other possible considerations - I think you'd want 
 to make sure that a character doesn't have the same skill equipped through 
both methods (holy symbol and actual praying skill) - I think that may 
cause some issues - probably more see with the arcane skills.


 Do you have more idea on what problem that may cause ? It is not very
useful to have the same skill equipped twice, but I don't see how it
could cause problems.


 Not 100% sure.  My initial thought could be that some of the wizardry 
skills/talismans may have attunements and replusions/denials to spellpaths. 
Thus, if I have a talsman equipped and then explicitly ready wizardry, that 
talisman should become unequipped because it may be preventing me from casting 
the spell I want.




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Re: [crossfire] Summon pet monster

2005-10-04 Thread Benjamin Lerman
  I think you really need to set up 2 slots for a proper solution 
 (body_item_skill and body_natural_skill or the like) and not make 
 body_skill be two slots.
 
  Doing the later is completely the wrong approach, and was one of the 
  things that the body_... stuff was meant to prevent.

 Sorry to have been misunderstood, but yes, that was exactly what I was
suggesting...

  But there are also some other possible considerations - I think you'd want 
  to make sure that a character doesn't have the same skill equipped through 
 both methods (holy symbol and actual praying skill) - I think that may 
 cause some issues - probably more see with the arcane skills.

 Do you have more idea on what problem that may cause ? It is not very
useful to have the same skill equipped twice, but I don't see how it
could cause problems.

  Also, every place that checks to see if the skill is already ready would 
  need to be updated, but that would have to be done regardless (I'm pretty 
 sure that that code checkes the pl-ranges[range_skill] - so you'd probably 
 need to add a new range slot (just like the body stuff above) and update 
 all the code to look for it.

 Ok.

  All this said, one could make the case that having only 1 skill equipped 
  at a time, regardless of natural or item, is a play balance limitation.

 Well, it does not really change the balance of play having 1 or 10
skill items equipped because the change of skill item is automatic, but
when some items give bonuses and you cannot use natural skill without
unequipping it, it made those items nearly useless...

 I'll modify the code to gace x_item_skill and x_natural_skill and put
the patch to sourceforge...

-- 
Benjamin

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Re: [crossfire] Summon pet monster

2005-10-03 Thread Benjamin Lerman
 Hi all,

  And at least, I have a question, does there exists a way to force the
 client to wear a particular holy symbol whenever possible. Right now,
 whenever I change skill, even if I do not need any object to get my new
 skill, my holy symbol is unapplied, which is quite a problem when the
 holy symbol does a lot more than give the skill praying...

 Well, I find out where the problem was with this issue: there is only
one slot (body_skill) to handle natural skills (any skills learned with a
scroll, or any natural skills), to handle object that give skills.

 My advice is there should be two... I do not see any reason to be
obliged to remove an amulet when you use a skill you know.

 I can try to modify that if there is a consensus, but then I have a
slight problem... I'll have to change all the code where skill and
object_skill do the same thing, because it will be needed to force not to use
2 skills at the same time and not 2 object_skills at the same time but
allow 1 skill and 1 object_skill.

 Would this be fine?

Benjamin Lerman

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Re: [crossfire] Summon pet monster

2005-10-03 Thread Mark Wedel

Benjamin Lerman wrote:

 Hi all,



And at least, I have a question, does there exists a way to force the
client to wear a particular holy symbol whenever possible. Right now,
whenever I change skill, even if I do not need any object to get my new
skill, my holy symbol is unapplied, which is quite a problem when the
holy symbol does a lot more than give the skill praying...



 Well, I find out where the problem was with this issue: there is only
one slot (body_skill) to handle natural skills (any skills learned with a
scroll, or any natural skills), to handle object that give skills.

 My advice is there should be two... I do not see any reason to be
obliged to remove an amulet when you use a skill you know.

 I can try to modify that if there is a consensus, but then I have a
slight problem... I'll have to change all the code where skill and
object_skill do the same thing, because it will be needed to force not to use
2 skills at the same time and not 2 object_skills at the same time but
allow 1 skill and 1 object_skill.


 I think you really need to set up 2 slots for a proper solution 
(body_item_skill and body_natural_skill or the like) and not make body_skill be 
two slots.


 Doing the later is completely the wrong approach, and was one of the things 
that the body_... stuff was meant to prevent.


 Such a change would require changing all the natural skills to use the other 
slot, but that wouldn't be that hard (just an archetype update).


 But there are also some other possible considerations - I think you'd want to 
make sure that a character doesn't have the same skill equipped through both 
methods (holy symbol and actual praying skill) - I think that may cause some 
issues - probably more see with the arcane skills.


 Also, every place that checks to see if the skill is already ready would need 
to be updated, but that would have to be done regardless (I'm pretty sure that 
that code checkes the pl-ranges[range_skill] - so you'd probably need to add a 
new range slot (just like the body stuff above) and update all the code to look 
for it.


 In fact, I'm pretty sure your proposed solution won't work just for that 
reason - even if I have two skill slots, you'd get this scenario - I equip holy 
symbol, so range_skill is the holy symbol.  Then I use some other (natural) 
skill.  the holy symbol is still equipped, but now range_skill is that other 
skill (say disarm traps).  When I go to cast the spell, the range_skill isn't 
appropriate so it goes and finds something to equip for me.


 All this said, one could make the case that having only 1 skill equipped at a 
time, regardless of natural or item, is a play balance limitation.


 A case could also be made that perhaps things like talismans should share the 
amulet spot, lock picks require unequipping your weapon, etc (eg, skill items 
shouldn't have their own slot, but rather use one of the normal body locations 
of characters - that after all actually makes even more sense.) - Can't really 
pick a lock holding a long sword and shield.



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Re: [crossfire] Summon pet monster

2005-10-01 Thread Nicolas Weeger
Committed your 2 patches.
Just changed one call from (pseudo variables) (x)?f(a,b,c):f(a,b,d) to
f(a,b,x?c:d) to not duplicate 2 similar calls

Nicolas

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Re: [crossfire] Summon pet monster

2005-09-29 Thread Brendan Lally
On 9/29/05, Benjamin Lerman [EMAIL PROTECTED] wrote:
  Now, I plan to create Enchant Ring and Enchant Amulet scrolls that
 would work like Enchant Weapon, but because it demands a little more work
 than for the 2 previous patch, I'd like to know if those scrolls would
 be Ok. I'd like to also implement think like Improve resistance to `foo'
 for Weapons, but once again, would that be Ok?

The one comment I would make here is to be sure to deal with the item
power properly. What exactly 'properly' is in this context is not
neccessarily clear, too little an effect and these scrolls would make
rings overpowered, too much, and they would be useless. I would
suggest however that if the results of enchanting rings to the extent
that their stats are about the same as one with similar item power
from the item generator, then you are probably ok.

Something that does interest me though, is how you intend to fit this
in with the jeweler skill.

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Re:[crossfire] Summon pet monster

2005-09-29 Thread Nicolas Weeger
Hello.

  The first one allow you to summon pet that are of lower
level that the
 current pet you can summon. It is mainly a one line patch
that use the
 same argument that create food or create weapon use.

Saw it on SF, sounds ok.

  The second one allow to use argument with the cast command
so that you
 can use:

Isn't there already a field in player structure for spell
argument? used when spells have delays, iirc.

  Now, I plan to create Enchant Ring and Enchant Amulet
scrolls that
 would work like Enchant Weapon, but because it demands a
little more work
 than for the 2 previous patch, I'd like to know if those
scrolls would
 be Ok. I'd like to also implement think like Improve
resistance to `foo'
 for Weapons, but once again, would that be Ok?

I'd say you must take care of the overall game balance.
Rings and amulets may already be quite powerful, probably
don't want to give too much new  powerful stuff.
As for resistances, i'd say rather no. Unless well though, it
could lead to have really high resistances almost everywhere,
thus making everything too easy.

  And at least, I have a question, does there exists a way to
force the
 client to wear a particular holy symbol whenever possible.
Right now,
 whenever I change skill, even if I do not need any object to
get my new
 skill, my holy symbol is unapplied, which is quite a problem
when the
 holy symbol does a lot more than give the skill praying...

Afaik no. And yes it's quite a pain.
Maybe something to change, ie whenever you cast a spell or
something a talisman is autoapplied.

Nicolas

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Re: [crossfire] Summon pet monster

2005-09-29 Thread Benjamin Lerman
 Isn't there already a field in player structure for spell
 argument? used when spells have delays, iirc.

 I did (and still don't) see it.

 If I grep for char in player.h, I obtain:

logrus ~/download/crossfire/include $ grep char player.h
... snip what is not on the pl struct
charmaplevel[MAX_BUF];  /* On which level is the player? */
charsavebed_map[MAX_BUF];  /* map where player will respawn after 
death */
charspellparam[MAX_BUF];/* What param to add to spells */
const char  *invis_race;/* What race invisible to? */
charown_title[MAX_NAME];/* Title the player has chosen for 
themself */
chartitle[BIG_NAME];/* Default title, like fighter, wizard, etc 
*/
charkiller[BIG_NAME];   /* Who killed this player. */
charlast_tell[MAX_NAME];   /* last player that told you something 
[mids 01/14/2002] */
charwrite_buf[MAX_BUF]; /* Holds arbitrary input from client */
charinput_buf[MAX_BUF]; /* Holds command to run */
charpassword[16];   /* 2 (seed) + 11 (crypted) + 1 (EOS) + 2 
(safety) = 16 */
charsearch_str[MAX_BUF];/* Item we are looking for */

 If you remove spellparam which is the field I added, I do not see which
other field you are referring to.

Benjamin Lerman

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Re:[crossfire] Summon pet monster

2005-09-29 Thread Mitch Obrian
Resistances are bad, I agree. That would basically
make all maps in the game worthlessly easy. Same with
upping ring power. One has to, as of now, search for
good rings which, I think, is the correct way. If
anything CF needs to be made harder.

--- Nicolas Weeger [EMAIL PROTECTED] wrote:

 Hello.
 
   The first one allow you to summon pet that are of
 lower
 level that the
  current pet you can summon. It is mainly a one
 line patch
 that use the
  same argument that create food or create weapon
 use.
 
 Saw it on SF, sounds ok.
 
   The second one allow to use argument with the
 cast command
 so that you
  can use:
 
 Isn't there already a field in player structure for
 spell
 argument? used when spells have delays, iirc.
 
   Now, I plan to create Enchant Ring and Enchant
 Amulet
 scrolls that
  would work like Enchant Weapon, but because it
 demands a
 little more work
  than for the 2 previous patch, I'd like to know if
 those
 scrolls would
  be Ok. I'd like to also implement think like
 Improve
 resistance to `foo'
  for Weapons, but once again, would that be Ok?
 
 I'd say you must take care of the overall game
 balance.
 Rings and amulets may already be quite powerful,
 probably
 don't want to give too much new  powerful stuff.
 As for resistances, i'd say rather no. Unless well
 though, it
 could lead to have really high resistances almost
 everywhere,
 thus making everything too easy.
 
   And at least, I have a question, does there
 exists a way to
 force the
  client to wear a particular holy symbol whenever
 possible.
 Right now,
  whenever I change skill, even if I do not need any
 object to
 get my new
  skill, my holy symbol is unapplied, which is quite
 a problem
 when the
  holy symbol does a lot more than give the skill
 praying...
 
 Afaik no. And yes it's quite a pain.
 Maybe something to change, ie whenever you cast a
 spell or
 something a talisman is autoapplied.
 
 Nicolas
 
 Accédez au courrier électronique de La Poste :
 www.laposte.net ; 
 3615 LAPOSTENET (0,34€/mn) ; tél : 08 92 68 13 50
 (0,34€/mn)
 
 
 
 
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Re: [crossfire] Summon pet monster

2005-09-29 Thread ERACC
On Thursday 29 September 2005 08:21 am
Benjamin Lerman wrote:

[...]
  The second one allow to use argument with the cast command so that you
 can use:
 
 cast create food waybread
 or
 cast summon pet monster spider
[...]

Isn't this what 'invoke is meant to do? If 'cast will do it now then
why have 'invoke? Seems to me we should either leave 'cast as is or
make that change and remove 'invoke. There is no reason to have both.
I vote to leave 'cast as is because I have an oodle of key bindings
using 'invoke. :-)

Gene Alexander
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Re: [crossfire] Summon pet monster

2005-09-29 Thread Andrew Fuchs
On 9/29/05, ERACC [EMAIL PROTECTED] wrote:
...
 Isn't this what 'invoke is meant to do? If 'cast will do it now then
 why have 'invoke? Seems to me we should either leave 'cast as is or
 make that change and remove 'invoke. There is no reason to have both.
 I vote to leave 'cast as is because I have an oodle of key bindings
 using 'invoke. :-)

Cast readys the spell for use, while invoke imediatly uses the spell.
Bolth have their place, but cast doesn't accept arguments like invoke does.

--
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Re: [crossfire] Summon pet monster

2005-09-29 Thread ERACC
On Thursday 29 September 2005 02:15 pm
Andrew Fuchs wrote:

 On 9/29/05, ERACC [EMAIL PROTECTED] wrote:
 ...
  Isn't this what 'invoke is meant to do? If 'cast will do it now then
  why have 'invoke? Seems to me we should either leave 'cast as is or
  make that change and remove 'invoke. There is no reason to have both.
  I vote to leave 'cast as is because I have an oodle of key bindings
  using 'invoke. :-)
 
 Cast readys the spell for use, while invoke imediatly uses the spell.
 Bolth have their place, but cast doesn't accept arguments like invoke does.

Ah, I get it now. Ready the spell *with* an argument so that when one
does cast it the argument is used. Ok. Yeah, that would be good.

Gene Alexander
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