|
|
#1 |
|
Knight
Join Date: Jan 2008
Posts: 636
![]() |
TFork idea: antimagic monsters
Between class assignments, I've taken to working on TFork again...
It's gotten clear to me that nothing less than 100% trap detection will work vs. ToME traps, so I've decided against the whole thing with making Searching, Perception, and Disarming actually work. Instead I'm giving Archers, Rogues, and Monks access to Antimagic. But this gave me another idea. If players can use Antimagic, why not monsters? I figure I could give certain monsters a trait (call it ANTI_MAGIC) that causes spell and device fail rates to increase the closer you get. The higher the monster's level, the farther the AM field would extend. However, monsters with AM fields would be unable to cast spells. I figure, if I do this, I ought to leave monsters' breath attacks (if applicable) and artifact activations (duh) unaffected. Also, the monster's AM field would have to affect other monsters, which would probably be kind of tricky. But, given time, I think this is doable. What do people here think of the idea? Is it good, or just too nasty on the player?
__________________
The Great Wyrm of Law breathes litigation... |
|
|
|
|
|
#2 | |
|
Hellband maintainer
Join Date: Jul 2007
Location: New York, the Big Apple
Age: 36
Posts: 344
Donated: $120
![]() |
Quote:
T.
__________________
* Are you ready for something else ? Hellband 0.8.7 is out! * |
|
|
|
|
|
|
#3 |
|
Adept
Join Date: Dec 2009
Location: Dallas, Texas, USA
Posts: 215
![]() |
I like this. It makes for interesting challenges and if the effect increases with closeness is kind of like breeders - it starts as a minor issue, but if not dealt with quickly will become fatal.
It also doesn't hurt warriors more than anyone else, and may be less dangerous to them (since it doesn't directly affect their attack power). |
|
|
|
|
|
#4 |
|
Knight
Join Date: Jan 2008
Posts: 636
![]() |
Okay, this is going to be harder than I thought. As is, the antimagic code seems to be kind of hackish and applicable only to the player character. I honestly don't know where to start.
If anyone can provide some hints, please do... But honestly, this is going to take quite a while. Especially given all the other stuff on my schedule right now.
__________________
The Great Wyrm of Law breathes litigation... |
|
|
|
|
|
#5 |
|
Veteran
Join Date: Apr 2007
Location: Seattle, WA
Posts: 2,364
Donated: $40
![]() |
You don't actually need to use auras; simply compute (minimum) distance between player and monster, for all anti-magic monsters in LOS. It's about 3 lines of code. You can grab it from the monster disturbance (stealth) code, among other places.
Edit: I missed th point about monster-to-monster interactions. That's a bit more complicated, as you say. Still, so long as you only care about monster that are attempting to cast spells, it's not very hard to enumerate distances over all monsters with anti-magic. (Sure, it's quadratic, but only for a small number of monsters.) Last edited by Pete Mack; September 11, 2010 at 06:42. |
|
|
|
![]() |
| Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
| Thread Tools | |
| Display Modes | |
|
|
Similar Threads
|
||||
| Thread | Thread Starter | Forum | Replies | Last Post |
| Announcing TFork | Therem Harth | ToME | 31 | September 19, 2010 04:23 |
| TFork 0.2 | Therem Harth | Variants | 7 | July 6, 2010 17:54 |
| TFork 0.1 | Therem Harth | Variants | 1 | July 3, 2010 16:54 |
| Paladin idea for V | Antoine | Vanilla | 11 | April 7, 2010 17:53 |
| Tavern idea | paul1 | Vanilla | 5 | October 8, 2007 17:15 |