Alex Schultz wrote:
Mark Wedel wrote:
That said, what should probably be done is that the swimming skill
requires arms, feet, body, etc, be free - basically, player has to
unequip most everything to be able to use the swimming skill.
>
> What about characters without such slots? (i.e. drago
On 10/17/05, Mitch Obrian <[EMAIL PROTECTED]> wrote:
> Gaia is a diety who has it's own lore, other dieties
> have other lore. We should not make one lore primacy
> above other (_especially_ gaia's).
Is there actually a proper set of lore for the various gods in crossfire?
If so, where is it?
__
Wait... since when are they her children?
Gaia is a diety who has it's own lore, other dieties
have other lore. We should not make one lore primacy
above other (_especially_ gaia's).
--- [EMAIL PROTECTED] wrote:
> When hugging trees, remember that Gaia handed off
> certain tasks to her children,
When hugging trees, remember that Gaia handed off certain tasks to her
children, fire to Ruggili, the sky to Sorig and specifically in this case the
seas to Ixalovh.
___
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Brendan Lally wrote:
Gameplay is to me the key point, If there is drowning, then there is
no need to have massive alterations to world maps that have open
bodies of water (and illogical limits on where a player can and can't
swim). If some characters are not guarenteed to be able to drown, the
On 10/17/05, Rick Tanner <[EMAIL PROTECTED]> wrote:
> Make it easier.
>
> Jjust make references to the ring wraiths in LoTR and crossing water, or
> the *D&D references (maybe some other occult lore?..) to undead
> (specifically, vampires) being vulnerable to moving water.
Oh yeah, that would work
On 10/17/05, Joshua Wilson <[EMAIL PROTECTED]> wrote:
>
> Brendan Lally wrote:
> > The following are IMHO only.
>
> IMHO is good enough for around here :-)
>
> >
> > On 10/17/05, Joshua Wilson <[EMAIL PROTECTED]> wrote:
> >
> >>Do the undead (Devourer) breathe?
> >
> >>And if not, can they simple s
Perhapse we should make a quest to aquire the swimming
skill (and only have said scroll appear 1/16 times or
1/32 times (easily done with boulders :) )). Perhapse
it should involve that water goddess (perhapse you
must slay her (or her aura) in her water palace?)).
Imho it should be level 80 or hig
Rick Tanner wrote:
in theory, but, since water will contain trace amounts of holy water
(being one large interconnected system into which such water will at
some point have been introduced), and since holy water is fatal to
undead, when they tire and sink, they start to swallow water and the
co
> > in theory, but, since water will contain trace amounts of holy water
> > (being one large interconnected system into which such water will at
> > some point have been introduced), and since holy water is fatal to
> > undead, when they tire and sink, they start to swallow water and the
> > comp
Brendan Lally wrote:
The following are IMHO only.
IMHO is good enough for around here :-)
On 10/17/05, Joshua Wilson <[EMAIL PROTECTED]> wrote:
Do the undead (Devourer) breathe?
yes, but they don't do anything with the oxygen.
And if not, can they simple sink to the bottom anyway an
The following are IMHO only.
On 10/17/05, Joshua Wilson <[EMAIL PROTECTED]> wrote:
> Do the undead (Devourer) breathe?
yes, but they don't do anything with the oxygen.
> And if not, can they simple sink to the bottom anyway and walk as far as
> they want?
in theory, but, since water will contai
Do the undead (Devourer) breathe?
And if not, can they simple sink to the bottom anyway and walk as far as
they want?
Do those who were once Devourer and now 1/2 undead breathe?
Mitch Obrian wrote:
Also I think one should get tired whilst swimming, and
if exausted sink to the bottom of davey
Also I think one should get tired whilst swimming, and
if exausted sink to the bottom of davey jones locker.
--- Alex Schultz <[EMAIL PROTECTED]> wrote:
> Mark Wedel wrote:
>
> > Brendan Lally wrote:
> >
> >> On 10/16/05, Todd Mitchell
> <[EMAIL PROTECTED]> wrote:
> >>
> >>> I would advocate tha
Mark Wedel wrote:
Brendan Lally wrote:
On 10/16/05, Todd Mitchell <[EMAIL PROTECTED]> wrote:
I would advocate that only the shallow sea should be swimmable.
Could seas use the same approach as swamps? That when a player starts
walking into them, they stand a chance to sink slightly, and
Todd Mitchell wrote:
I just tried it out, fantastic! - just having the ability to block
walking but allow missiles will add greatly to the game. There is now
quite a bit of map work ahead to take advantage of this. Whole groups
of monsters just got a new lease on life. I am drooling over t
Brendan Lally wrote:
On 10/16/05, Todd Mitchell <[EMAIL PROTECTED]> wrote:
I would advocate that only the shallow sea should be swimmable.
Could seas use the same approach as swamps? That when a player starts
walking into them, they stand a chance to sink slightly, and if they
keep going, the
Yes, if one was swimming for a long time they would
tire, sink, and die :D.
--- Brendan Lally <[EMAIL PROTECTED]> wrote:
> On 10/16/05, Todd Mitchell <[EMAIL PROTECTED]>
> wrote:
> > I would advocate that only the shallow sea should
> be swimmable.
>
> Could seas use the same approach as swamps
On 10/16/05, Todd Mitchell <[EMAIL PROTECTED]> wrote:
> I would advocate that only the shallow sea should be swimmable.
Could seas use the same approach as swamps? That when a player starts
walking into them, they stand a chance to sink slightly, and if they
keep going, they die? This would effec
Mark Wedel wrote:
So I finished up the new movement code and did some basic testing,
and it
seems to work.
[...]
Any other thoughts? Notes? Questions?
Also, feel free to try this out on my server:
tavern.santa-clara.ca.us
Do note this server is really only up for this testing. I p
Mark Wedel wrote:
David Delbecq wrote:
2 questions
- can we think about allowing player to swim in non-deep sea (near scorn
port) and if so, make this movements very low (for geographical reasons)
This is doable - just change the relevant ocean spaces for no_pass to
block_move ... (whate
David Delbecq wrote:
2 questions
- can we think about allowing player to swim in non-deep sea (near scorn
port) and if so, make this movements very low (for geographical reasons)
This is doable - just change the relevant ocean spaces for no_pass to
block_move ... (whatever is everything but
Perhapse an override 1 flag would be good, that way if
anything conflicts between items of the same type then
the override 1 arch wins, if there are more then 1
overrides that conflict the most restrictive arch with
override 1 wins.
--- David Delbecq <[EMAIL PROTECTED]> wrote:
> 2 questions
>
>
Sounds good, should be easy enough to set the proper
permissions on the ground arches (2 hrs with nedit, 2
min with regex).
--- Mark Wedel <[EMAIL PROTECTED]> wrote:
>
> So I finished up the new movement code and did
> some basic testing, and it
> seems to work.
>
> In basic terms, now mult
2 questions
- can we think about allowing player to swim in non-deep sea (near scorn
port) and if so, make this movements very low (for geographical reasons)
- If we suppose you can't swim in on grass (obvious) using move_block 8,
what about grass with a piece of river above?? Tricky? that's becau
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