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Re: CF: Changes?
Now about what I'm going to try to code:
>1) Niceties, such as "ignore <player>" and working "bind summon <player>"
I'll do this.
>2) Protecting users from other users by having things like flood
> protection (can't bind "say foo" and then press the key a lot),
> making the CF impossible (or nearly) to crash,...
Hmm, maybe this could be implemented by changing player speed when he/she
does shout/say/tell? Sockets shouldn't be able to do shout/say/tell at
all, or they would need a messages/minute limit.
>3) Admin race, which could be used only if the name of the character is in
> file called "admins", this race could do anything the current DM can
> do. I absolutely hate to do addexp, abil, ... thingies on the character
> just to test something!
I'll probably start with this :)
>4) Ban for specific players, not on usernames anyone can fake. Wildcards
> used of course, so you could deny entrance from all but a few persons.
I still think this is useful in some cases, and should be implemented.
I'll probably do this.
>5) Different classes of players (for partying) so you couldn't be a
> wizard-priest-fighter. An option, ie. a #define.
This is the trickiest, and maybe the most important, one. I don't know
CF code well enough to cleanly implement this (at least not yet). The idea
of an object is nice, and Scott's idea that having
priests/wizards/fighters/do-all characters is nice, and this could well be
on by default, as it shouldn't affect single-player games that much.
When going multi-player, the do-all character would easily be removed, if
necessary.
Where should I send the patches when they're ready? Put on an ftp site?
Send to mark? Both?
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References:
- CF: Changes?
- From: Rauli Ruohonen <raulir@voimax.voima.jkl.fi>