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Skills in CF
>Mark Wedel <master@rahul.net> writes:
> stealing code was the start of adding various skills to crossfire.
> I don't think the code is enabled in any ways, or at least using it not.
>I think you can use it if the player or creature has the skill_stealing
>archetype as their inventory.
> The idea was that a variety of skills would be implemented as objects
>inside of other objects (similar to the dragons ability to breath fire).
Hmm. This got me thinking. If this can be made to work, then
why not a host of other skills? The advantages would be many
fold - but 3 come to mind right away. 1) some skills could be
made to mimic spells (see below) 2) the skills could be
used to gain access to some areas of the map via the check_inv
trigger and 3) non-magicians would gain a bit more flexability that
only the magicians currently have.
Here's some possibilities I thought up (which seem fairly easy
to code in):
Skill Description
----- -----------
stealing (already in place?)
picklock removes type 'door' just like key
stealth gives stealth ability for period of time
(like artifact stealth flag)
throwing Very easy. Player can throw rocks
like the giants.
Find Traps Detect 'spell' for traps.
Works better than just 'search', because
operates on the room.
--- Various selective Identifying skills ---
Cooking/ Idents Food/drink Items. May need
Woodcraft some new archs w/o identified 1.
(like mushrooms, etc)
Blacksmith Idents arms/armour
Jeweler Idents gems
Literacy Idents scrolls/spellbooks
Thamaugragist Idents wands/rods/amulets
Alchemist/ Idents potions
Musician Idents horns (perhaps make other
musical instruments too?)
Other skills?? Just need to sit down and think about it!!!
Players may start out with some skills (as appropriate) and
also may gain them later in the game. One way is with skill_scrolls
(new type), which when read become the skill. There may be
other ways. Also, because the skills are just carried objects -
appropriate monster attacks (ie drain or depletion) could take
them away too (hee hee :).
It would seem to me that there should be a new type for the
skill --- this way it won't pop up in the players inventory
like a carried item. Perhaps a new command to show the player
skills could be added in.
b.t.
thomas@nomad.astro.psu.edu