[Topic Split] god enchant weapons and effects

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Aaron
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Post by Aaron »

just making it temporary in the areana would be enough for now. if someone is drained to level 1, they cant walk out of the areana, cause their equip will be way to heavy to even hold. so after you die in the areana, you should have EVERYTHING restored, not just your hp and mana...

so maybe the dragonbane shouldnt be able to be enchanted? alot of armour cant be enchanted, and i dont know about weapons, cause im a dragon...
cavesomething
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Post by cavesomething »

Draining reduces levels, and it doesn't affect strength or carrying capacity.

Depletion does, but that is something else altogether....

Here is a thought, what if, on entering a battle ground, a psudeo-container was created to hold a duplicate of a players inventory. Then, when they left the battle ground, it was restored from the 'backup'?

This would allow acid and drain attacks to work and have temporary effect, because the old values were stored in the copy.

This does present a problem with logouts though, as there is no nice way that I can see to recover someone who is logged out.

If I could get my head round that issue, it might well be possible to massvely simplify the attack code to remove all the battleground special case-ism.
Mith
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Post by Mith »

take care for WoR and portals in the arena, they could nerf the idea
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or rather: sum ergo bibendi
cavesomething
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Post by cavesomething »

Funny you should mention that, I am doing that right now.

The approach I'm using is slightly more general, but that is the effect it will have.
Mith
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Post by Mith »

cavesomething wrote:Funny you should mention that, I am doing that right now.
i know you're nerfing portalling and Wor (and i dont like that) but i dont know _how_ you would do and if WoR and portal will be available in the Arena after you 'tuned them down' ;)
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or rather: sum ergo bibendi
cavesomething
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Post by cavesomething »

what I have open in kate as I type this:

Code: Select all

 uint32	prohibit_portal:1;  /* whether portal spells can be used in this region or its children */
    uint32	prohibit_recall:1;  /* whether recall spells can be used in this region or its children */
    char	*prohibit_msg;	 /* if we ban word of recall or town portal, what we should say to
    				  * the player, if they try and cast it */	 
this is done on a region by region basis. with my regions patch being merged, the scorn/battle_arena/* maps were all set to region scornarena.

In the region file prohibit_recall and prohibit_portal will be on for scornarena, and a message will be displayed if town portal or WoR is attempted in any of those maps.

there are another couple of flags I will add in another patch
inhibit_recall and inhibit_portal, which would act to restrict the casting to that region or a subregion. (rather than banning it altogether).

The character of the battle arena is such however, that an outright ban is sensible.
Aaron
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Post by Aaron »

a new spell class, "traveling"? areana tiles deny traveling?
cavesomething
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Post by cavesomething »

not neccessarily...

recall and portal are different spell types currently, and they act in different ways.

I can see a case where you might have a multi-map arena. which would be a region on its own, in that case it would be sensible to inhibit them, but not forbid them.

hmm... thinking about it, WoR and TP could very well be the same spell type with a bit of tweaking.....

define a new struct, location, make all savebeds locations, make all players store a linked list of locations, have a field in the 'location' struct that stores the slayer (the spell that caused it). Then at login place the player at the location with a recall slayer in the region they were last in.

It's still a little complicated though.....
Cowboy
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Post by Cowboy »

Would it be difficult to add this as a
spell_control_list (list of spells)
spell_control_action (enable/disable)

enable meaning, the spells in the list, and only those spells are enabled.
disabled meaning the spells in the list cannot be used, any others can be.

So, the entire list of spells in spell_control_list could be enabled/disabled for a region?

Seems a little (or a lot - I havn't looked at the code) more work to implement, but could
be much more useful, and allow all sorts of control on maps.

be more useful, I can see where
disabling fireball, or making magic missile the only spell that functions could be useful.

Maybe a temple, where the god holds such sway that only prayers he/she likes can be used,
all other spells fail.
Or an under water passage, where you cannot use fire spells.
cavesomething
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Post by cavesomething »

hmm, it is an intriguing idea, although portal and recall are special cases anyway due to being able to act in two physical locations. The aim is to be able to either allow, disallow or inhibit them (working only inside a single town or set of maps) Ideally they would be one spell, with a consistant interface to it. - but that is for later on.

As for all other spells, a list of spells seems an interesting idea, but it would mean updating a hell of a lot of lists if ever a new spell was introduced.

maybe it should be done with spell paths instead, or maybe spell damage types? It doesn't give the same flexibility as your suggestion, but it might be less insane to maintain. (good luck grepping through brest 5 years hence and asking yourself - would the map author have allowed spell foo had it existed back then?)
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