Swimming, was Re: [crossfire] New movement code.

2005-10-17 Thread Mark Wedel
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

Re: Re: [crossfire] New movement code.

2005-10-17 Thread Brendan Lally
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? __

Re: Re: [crossfire] New movement code.

2005-10-17 Thread Mitch Obrian
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,

Re: Re: [crossfire] New movement code.

2005-10-17 Thread temitchell
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. ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mai

Re: [crossfire] New movement code.

2005-10-17 Thread Joshua Wilson
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

Re: [crossfire] New movement code.

2005-10-17 Thread Brendan Lally
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

Re: [crossfire] New movement code.

2005-10-17 Thread Brendan Lally
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

Quest to aquire swimming skill (should be lvl 80+) (was: Re: [crossfire] New movement code.)

2005-10-17 Thread Mitch Obrian
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

Re: [crossfire] New movement code.

2005-10-17 Thread Joshua Wilson
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

Re: [crossfire] New movement code.

2005-10-17 Thread Rick Tanner
> > 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

Re: [crossfire] New movement code.

2005-10-17 Thread Joshua Wilson
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

Re: [crossfire] New movement code.

2005-10-17 Thread Brendan Lally
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

Re: [crossfire] New movement code.

2005-10-17 Thread Joshua Wilson
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

Re: [crossfire] New movement code.

2005-10-17 Thread Mitch Obrian
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

Re: [crossfire] New movement code.

2005-10-16 Thread Alex Schultz
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

Re: [crossfire] New movement code.

2005-10-16 Thread Mark Wedel
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

Re: [crossfire] New movement code.

2005-10-16 Thread Mark Wedel
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

Re: [crossfire] New movement code.

2005-10-16 Thread Mitch Obrian
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

Re: [crossfire] New movement code.

2005-10-16 Thread Brendan Lally
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

Re: [crossfire] New movement code.

2005-10-16 Thread Todd Mitchell
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

Re: [crossfire] New movement code.

2005-10-16 Thread Todd Mitchell
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

Re: [crossfire] New movement code.

2005-10-16 Thread Mark Wedel
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

Re: [crossfire] New movement code.

2005-10-14 Thread Mitch Obrian
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 > >

Re: [crossfire] New movement code.

2005-10-14 Thread Mitch Obrian
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

Re: [crossfire] New movement code.

2005-10-14 Thread David Delbecq
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