or even just foodstuffs with high probability of gaining resistances? which can be done right now.
yeti's tomb contains:
yeti's head
yeti's arm
yeti's eye
yeti's liver
...etc.
Seems a lot simpler than adding a whole new type of item to handle.
resistance calculations and some dragon balancing
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Well, being able to add resistances to armour would be a great idea.
But you need a limit.
What could stop an enterprising high level from becoming invincible?
Perhaps making the armour enchant scrolls require special items, like scales.
Then setting it up as with every armour scroll read, it takes 5x(combination) of the items.
The main point
Copy the arch types for scrolls of enchant armour, rename to scrolls of armour reisitance(acid, cold, fire, etc..). Setup in code that there is a counter on the armour, that increases cost (e.g. items), item power, weight, number of enchantments left, and cap off the armour at around 75.
Why 75? I've seen a lot of humanoids with "protection from (something)" spells hardwired into fingers, and items may be equipped with the modified armour. Plus, its a good even number
On the topic of Dragons, I agree wholly with it. It would bring some pride back to the dragons, after a "few" undead whipped some (explitive).
But you need a limit.
What could stop an enterprising high level from becoming invincible?
Perhaps making the armour enchant scrolls require special items, like scales.
Then setting it up as with every armour scroll read, it takes 5x(combination) of the items.
Code: Select all
You read armour resist scroll of acid.
You need (big num) of ancient bracers of acid resistance!
You pick up (big num of (item).
You added +8 acid resistance on your armour.
You read armour resist scroll of (any other).
You need 2x(big num) of (item).
Copy the arch types for scrolls of enchant armour, rename to scrolls of armour reisitance(acid, cold, fire, etc..). Setup in code that there is a counter on the armour, that increases cost (e.g. items), item power, weight, number of enchantments left, and cap off the armour at around 75.
Why 75? I've seen a lot of humanoids with "protection from (something)" spells hardwired into fingers, and items may be equipped with the modified armour. Plus, its a good even number

On the topic of Dragons, I agree wholly with it. It would bring some pride back to the dragons, after a "few" undead whipped some (explitive).
lordyoukai.DA
My wraith is cooler than your dragon.
My wraith is cooler than your dragon.
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How do you get that to be backward compatible with existing items? Presumably the existing enchant armour scrolls would count towards this total, how do you know how many were already used on existing items?bort wrote: Copy the arch types for scrolls of enchant armour, rename to scrolls of armour reisitance(acid, cold, fire, etc..). Setup in code that there is a counter on the armour, that increases cost (e.g. items), item power, weight, number of enchantments left, and cap off the armour at around 75.
No clue. But it would make CF more interesting for dragons.cavesomething wrote: How do you get that to be backward compatible with existing items? Presumably the existing enchant armour scrolls would count towards this total, how do you know how many were already used on existing items?
You want balance on how many use dragons-humanoids. Humanoids has been more of the choice, for now.
lordyoukai.DA
My wraith is cooler than your dragon.
My wraith is cooler than your dragon.
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but there are more humanoid races than dragon ones.
Why should there be more dragons than serpentmen or quetzacoatls?
on a similar note, can Leaf provide the statistics on the races that are used?
running
for i in $(ls); do grep ^arch $i/$i.pl | head -n 1; done | sort | uniq -c | sort -n
in the players directory
should give a count of the player races on metalforge.
Why should there be more dragons than serpentmen or quetzacoatls?
on a similar note, can Leaf provide the statistics on the races that are used?
running
for i in $(ls); do grep ^arch $i/$i.pl | head -n 1; done | sort | uniq -c | sort -n
in the players directory
should give a count of the player races on metalforge.
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Sure, but players files that have not been used for more the 12months were moved to backup directories as a way to try and reduce the login lag.cavesomething wrote: on a similar note, can Leaf provide the statistics on the races that are used?
For players files that have been active in 2005:
21 arch pl_half_orc
40 arch halfling_player
43 arch serpentman_player
51 arch gnome_player
57 arch troll_player
59 arch northman_player
62 arch quetzalcoatl_player
77 arch wraith_player
161 arch dwarf_player
191 arch fireborn_player
239 arch elf_player
267 arch human_player
333 arch pl_dragon
Players in 2004:
20 arch pl_half_orc
37 arch halfling_player
45 arch serpentman_player
48 arch troll_player
64 arch gnome_player
74 arch northman_player
74 arch quetzalcoatl_player
81 arch wraith_player
185 arch dwarf_player
250 arch fireborn_player
291 arch human_player
294 arch elf_player
336 arch pl_dragon
Players in 2003:
1 arch halfling_player
1 arch pl_half_orc
2 arch serpentman_player
2 arch troll_player
2 arch wraith_player
3 arch quetzalcoatl_player
5 arch fireborn_player
5 arch northman_player
6 arch gnome_player
12 arch dwarf_player
15 arch pl_dragon
16 arch elf_player
17 arch human_player
"Put another, more succinct way: don't complain, contribute. It's more satisfying in the long run, and it's more constructive."
Eric Meyer
Eric Meyer
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20% of characters in 2005 as dragons isn't all that high since humanoids(gnome/dwarf/elf/human/northman) are WAY higher than that at 50%.
Besides humanoids are overpowered...only races that can kill Ghothwolte! I still want to see what kind of treasure a guy that is immune to almost everything has hidden in his volcano.
Besides humanoids are overpowered...only races that can kill Ghothwolte! I still want to see what kind of treasure a guy that is immune to almost everything has hidden in his volcano.