Crossfire Archive
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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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