3 Jun 2005 01:04
Re: Spellcasting Swords progress
Andrew Fuchs wrote: >On 6/2/05, Alex Schultz <alex_sch@...> wrote: > >>I tested it putting the sword on a map and that works except for the >>above mentioned information loss. However when I tested it by using the >>DM "create" command, the randomitems were not obeyed. >> >>I assume this information loss is because the treasurelists don't accept >>such data and only use the defaults of the arch, so one solution would >>be creating an arch for each rod that I want to use on the swords, >>however I feel that would be a bit kludgy, and I am wondering if anybody >>has any better solutions. >> > >I the file "/lib/artifacts" in the server branch takes care of the >modifiers for objects. >Though, IMO this still is not very clean. > However the problem is that unless I'm missing something, there is no way to insert something made from the artifacts file into the inventory of an arch by default. This doesn't prevent what I mentioned above about creating an arch for every rod that I want to make a spellcasting sword with, however IMO that's way too much of a dirty hack. Unless somebody has a better solution, I might try and make it possible to nest objects inside others in arches just like one can already do in maps. Thanks, Alex Schultz(Continue reading)
> Boss monsters - good idea
This would mean making a final map (like the one for Titan Quest) and
adding these boss monsters. Maybe for the Valriel one have one fight
the Avatar of Valriel (a customized Arch Angel perhaps). Should these
bosses drop or guard some sort of special treasure or is the
experience gained reward enough?
> One point - the random map styles are very ripe for development and
> adjustment. This alone would really improve the random maps and allow
> more control - especially with the difficulty stepping code that was
> recently added.
Well, I am looking in the map /styles directory for information on
how to work on these. Is there somewhere else I should be looking as
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