[Topic Split] Shops, item sorting, sale prices

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cavesomething
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Location: Hemel Hempstead

Post by cavesomething »

You can do that already, just use the throwing skill.

Getting /good/ at it however, might prove more interesting.
Rednaxela
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Joined: Wed Jan 26, 2005 5:13 am

Post by Rednaxela »

cavesomething wrote:You can do that already, just use the throwing skill.

Getting /good/ at it however, might prove more interesting.
Yeah. I wish it was possible to gain lvls in throwing which could have the affect of increasing damage
bort
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Post by bort »

*readies diamond of great value*
*aims*
*throws at Evil master*
BOOM *Critical hit*
*You caused 2000 damage*
Yay... ouch
*too bad, evil master survived..."
cavesomething
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Post by cavesomething »

Somehow I can't see convincing all players to literally throw their money away as being an effective approach to balancing CFs economy.....
Rednaxela
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Posts: 434
Joined: Wed Jan 26, 2005 5:13 am

Post by Rednaxela »

cavesomething wrote:Somehow I can't see convincing all players to literally throw their money away as being an effective approach to balancing CFs economy.....
Just because all players won't do it does'nt mean that it would'nt be fun for some (and besides, coffee works better than money from what I've saw)

EDIT: I just looked at the code, and greater weight means greater damage, and greater weight means less effective str though, so the best damage comes from the proper balance of the two for your strength stat. I've also discovered in the code that though throwing never gets exp, it actually looks at the player's current throwing level at it when looking at how long the player should be delayed after the throw (higher lvl throwing lvl means quicker throwing, but at the same time, one can never get any exp from throwing). So it looks like throwing is sort of a partially complete skill with that check for level but never giving any exp
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