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- Ideas about the character's structure...
-
- I read the work Bertrand and Elias made on the AI and the
- character definition, and it seems to be OK for me... Just some
- things, for Bertrand :
-
- -I don't really like the idea of the raising intrinsics, when
- the character passes a certain experience level, as this way,
- characters won't be able to get far better than they are at the
- beginning : a magician will be more clever at the beginning, let's
- say, at least 15/20, and up to 19 or even 20/20. Then, he won't be
- able to evoluate... This is why I'd prefer to have a magical
- experience level, which would be used while testing the issue of an
- attack. The character would start with a level one character, and
- grow. He would grow quite fast at he beginning, but it will be more
- and more slow to gain levels, as very strong people can't progress
- easily : they are perfect... Do compare : I think I could gain
- programming experience levels quite faster, surely faster than a code-
- eater like Dougie, who is already a Programming God :).
- -then, I think we should add some features in the character
- definition. Here are some examples :
- discretion : 1 byte ?
- Bit 0 = FALSE and bit 1 = FALSE > monster aggravation.
- Bit 0 = TRUE and bit 1 = FALSE > normal.
- Bit 0 = TRUE and bit 1 = TRUE > invisible.
- Bit 2 = TRUE > stable intrinsic
- Bit 2 = FALSE > temporary intrinsic
- Other bits of the byte : duration counter ?
-
- cold resistance : 1 byte ?
- Bit 0 = FALSE and bit 1 = FALSE > very sensitive to cold
- attack
- Bit 0 = TRUE and bit 1 = FALSE > normal.
- Bit 0 = TRUE and bit 1 = TRUE > cold resistant
- Bit 2 = TRUE > stable intrinsic
- Bit 2 = FALSE > temporary intrinsic
- Other bits of the byte : duration counter ?
-
- fire resistance : 1 byte ?
- Bit 0 = FALSE and bit 1 = FALSE > very sensitive to fire
- attack
- Bit 0 = TRUE and bit 1 = FALSE > normal.
- Bit 0 = TRUE and bit 1 = TRUE > fire resistant
- Bit 2 = TRUE > stable intrinsic
- Bit 2 = FALSE > temporary intrinsic
- Other bits of the byte : duration counter ?
-
- poison resistance : 1 byte ?
- Bit 0 = FALSE and bit 1 = FALSE > very sensitive to poison
- attack
- Bit 0 = TRUE and bit 1 = FALSE > normal.
- Bit 0 = TRUE and bit 1 = TRUE > poison resistant
- Bit 2 = TRUE > stable intrinsic
- Bit 2 = FALSE > temporary intrinsic
- Other bits of the byte : duration counter ?
-
- electricity resistance : 1 byte ?
- Bit 0 = FALSE and bit 1 = FALSE > very sensitive to
- electricity attack
- Bit 0 = TRUE and bit 1 = FALSE > normal.
- Bit 0 = TRUE and bit 1 = TRUE > electricity resistant
- Bit 2 = TRUE > stable intrinsic
- Bit 2 = FALSE > temporary intrinsic
- Other bits of the byte : duration counter ?
-
- sleep resistance
- Bit 0 = FALSE and bit 1 = FALSE > very sensitive to sleep
- magic attack
- Bit 0 = TRUE and bit 1 = FALSE > normal.
- Bit 0 = TRUE and bit 1 = TRUE > sleep resistant.
- Bit 2 = TRUE > stable intrinsic
- Bit 2 = FALSE > temporary intrinsic
- Other bits of the byte : duration counter ?
-
- lycanthropy : 1 byte ?
- Bit 0 = TRUE > lycanthropy, the character reveals its true
- nature, during certain periods, and changes
- into a certain creature type. It can't be
- recognized from the other monsters, which
- forces him to take care not to be killed by
- his friends during a cooperative game...
- Bit 0 = FALSE > no lycanthropy.
- Bit 1 = TRUE > stable intrinsic
- Bit 1 = FALSE > temporary intrinsic
- Other bits : duration...
-
- polymorph : 1 byte
- Bit 0 = TRUE > polymorph character. From times to times, he
- will polymorph into a random creature.
- Bit 0 = FALSE > no polymorphy.
- Bit 1 = TRUE > stable intrinsic
- Bit 1 = FALSE > temporary intrinsic
- Other bits : duration...
-
- reflection : 1 byte
- Bit 0 = TRUE > reflection. When a magical attack touches
- him, the attack backfires to the spellcaster
- Bit 0 = FALSE > no reflection
- Bit 1 = TRUE > stable intrinsic
- Bit 1 = FALSE > temporary intrinsic
- Other bits : duration...
-
- regeneration
- Bit 0 = TRUE > regeneration on, the character is auto
- healing faster than normal.
- Bit 0 = FALSE > no regeneration
- Bit 1 = TRUE > stable intrinsic
- Bit 1 = FALSE > temporary intrinsic
- Other bits : duration...
-
- see invisible
- Bit 0 = TRUE > the character can see invisible creatures
- Bit 0 = FALSE > the character can't see invisible creatures.
- Bit 1 = TRUE > stable intrinsic
- Bit 1 = FALSE > temporary intrinsic
- Other bits : duration...
-
- teleport
- Bit 0 = TRUE > from times to times, the character teleports
- to a random place in the level.
- Bit 0 = FALSE > normal
- Bit 1 = TRUE > stable intrinsic
- Bit 1 = FALSE > temporary intrinsic
- Other bits : duration...
-
- warning
- Bit 0 = TRUE > the character knows when an agressive
- creature approaches. (flashing screen ?)
- Bit 0 = FALSE > normal.
- Bit 1 = TRUE > stable intrinsic
- Bit 1 = FALSE > temporary intrinsic
- Other bits : duration...
-
- -another detail : perhaps could it be useful to have a more
- specific header, like for example a version
- number. Perhaps Bad Mood developments will
- continue after the first full release, and it
- would be good to be able to recognize which kinda
- character is stored in the file, if we want to
- change something in the character's structure...
- Am I wrong ?
-
- And what about having blank bytes, so that we can make a special
- use, with them lately ?
-
- Then, we could also have competences, so that a guy can train
- one special attack : if he always use the same weapon, he will get
- better with it, but not with another one.
-
- About the special attacks, there should be a pointers to special
- attack sprites collections. This pointer could point the classical
- attack sprites, so that if people don't want to make extra-work, they
- aren't forced to...
-
- Yann
-
-