4Dimensions Forum

General Category => Suggestions & Ideas => Topic started by: jae on June 30, 2009, 04:36:01 am

Title: A Few Random Ideas
Post by: jae on June 30, 2009, 04:36:01 am
Just some random ideas I'm throwing out there for discussion:

1. Instead of "...description" after objects, maybe just a simple one or two-word tag in parenthesis.   I just think it looks neater.  For example, instead of this:

<worn around neck>     an ornate cross on a simple chain ...it has a holy aura
<worn about body>      Ragged cloak
<worn on body>         the shining armor of Odysseus ...it has a holy aura ...it is glowing with an inner light
<worn on right wrist>  the emerald bracelet of Cyrene  ...it has a holy aura
<worn on left wrist>   Laser wrist gauntlet ...it is invisible ...it has a holy aura ...it is glowing with an inner light


You'd have this:

<worn around neck>     an ornate cross on a simple chain (holy aura)
<worn about body>      Ragged cloak
<worn on body>         the shining armor of Odysseus (holy aura) (glowing)
<worn on right wrist>  the emerald bracelet of Cyrene  (holy aura)
<worn on left wrist>   Laser wrist gauntlet (invisible) (holy aura) (glowing)


2. An extended autoexit toggle command.  I don't know about anyone else, but I find myself typing 'exits' nearly every time I enter a room.  Now, I could probably just set up a trigger to show them automatically, but I thought maybe I'm not alone in my habits and others may benefit from such a toggle as well.

3. (This one might be a little out there, but whatever.)  What if the shoes your character wears has an affect on how well you kick?

Feel free to discuss, debunk, or completely ignore.

Jae
Title: Re: A Few Random Ideas
Post by: Tocharaeh on June 30, 2009, 09:50:08 am
Yes on the description things. I think glowing, blessed stuff should show us as you said.

Yes on the exits bit. I DO think it is silly that doors dont show up on the autoexits, but DOES show up if you type exits.

I think spells/affects do effect kick, btu I'm not entirely sure.
Title: Re: A Few Random Ideas
Post by: jae on July 01, 2009, 12:30:58 pm
Let me clarify my third idea regarding shoes affecting kick.  First off, I must admit that I know next to nothing about coding, so I am not sure if what I am suggesting is plausible, nor do I possess the jargon to describe my idea in the correct terms.  However, I will do my best.

So, let's say you have 4 "levels" of shoes.

Level 1 = sandals, moccasins, etc. - kick does 25% of your potential kick damage
Level 2 = sneakers, dress shoes, etc - kick does 50% of your potential kick damage
Level 3 = cowboy boots, heels, etc. - kick does 75% of your potential kick damage
Level 4 = spurs, steel-toed boots, etc. - kick damages at maximum potential

Obviously, this would take a lot of work because it would require somebody to decide on and apply a level to all of the already existing shoes in the game, but hey, it's just an idea.

Jae
Title: Re: A Few Random Ideas
Post by: Britnoth on July 27, 2009, 02:19:31 am
It should not need any changes outside the code dealing with the kick skill, if the bonus works on a stat pre-existing on all footwear.

Your bonuses scale with how 'tough' the boots are, well we already have that, the AC of the item...

Give a bonus of say, 10% extra damage per point of AC of the item worn on the feet slot (or front feet for centaurs). No editing of existing objects needed.

Just a thought.