4Dimensions Forum
General Category => Suggestions & Ideas => Topic started by: jae on June 30, 2009, 04:36:01 am
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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
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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.
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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
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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.