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Re: CF: cult monsters and difficulty?



On Feb 2,  5:56am, Brian Thomas wrote:
> Subject: Re: CF: cult monsters and difficulty?
>
> > Christian writes:
> >
> > So, everybody converted to Ruggilli, went to a large room with an
> > altar and sufficient difficulty (the 'who command on my server outputs
> > the difficulty, too), or even to a large room with difficulty 20 and
> > no altar (we don't know any difficulty 20 maps with altars), and
> > started casting cult monsters, killing them, casting some, killing
> > them... you get the idea.

 I wonder if we should flag summoned monsters, and killing monsters you
summoned has some detrimental effects?  Actually, we can probably already do
this, since I imagine the owner of the summoned monster is tagged to the
player. (note this doesn't fix a problem, but it just seems wrong that
characters can kill monsters they summoned and get the full benefit from it.)


>
> 	Argh. This shouldnt be. The dragon needs to get the some of
> 	the objects from its treasures file (aka "dragon breath") but
> 	not the treasure objects (aka the abusive situation above).
> 	But that is a bit tricky to code (for reasons I wont detail here).
> 	Perhaps its better to just strip all summoned monsters of
> 	items. This means your summoned dragon wont breathe fire.

 Maybe we can put in a quick check, and only give monsters their treasure that
is invisible or of type ability?  That way, they would still breath, but
wouldn't give anything to players when they die.

>
> 	If I can get time, Ill try to patch this. Mark: are you putting
> 	out a new release soon? Ill wait for the next release if so.

 New release probably within the next week or so.



-- 

-- Mark Wedel
mark@pyramid.com
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