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Re: Create Missile -- This won't work



> int cast_create_missile(object *op, int dir, char *stringarg)

>   if (weap==NULL)                                missile_name = "arrow";
>   else if (!strcmp(weap->race,"crossbow bolts")) missile_name = "bolt";
>   else if (!strcmp(weap->race,"arrows"))         missile_name = "arrow";
>   else                                           missile_name = "arrow";

No, don't do that. The code should handle everything through archetypes 
and not hardcode things in the code. In some maps there might be special
bow and special arrows just for that bow, or someone can add a sling and 
wonder why a spell can't create sling bullets.

>   if (missile_plus > 4)
>     missile_plus = 4;

Is anyone else thinking the whole spell a little ridiculous? Just
when there is some advantage for fighters, then instantly there's 
also spell, which turns this advantage to the upside down. The 
highest magic bonus for normal arrows is only +3 and they aren't
so easy to find. And I generally don't like this kind of a spell
which creates weapons (players could even sell these arrows). There
are already many missile spells (magic/large bullet, fire/frost bolt,
lightning and comet spells), so why not leave bows for fighters and
let wizards have their spells.

I think the best way to fix this spell is remove it totally. If you
really want to keep it, then the only way fix it, is add to bow an extra 
information for archetype used as a default missile (one bow can be used 
to shoot multiple archetypes). And change maximum magic bonus to 0 or
+1, but not higher. But I still think that these type spells don't make
it easier to get balance between fighters and wizards.

  -Tero