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Skills hack
Hi all,
I have noticed that some classes of characters are
often played more than others. WHy? My best guess- as
the game stands now there is little difference between
the 'non-magican' characters excepting the stat limits
they have. A thief, for example, is
just a fast, intellegent, weak, unhealthy fighter.
Often, players will opt for the more powerfull classes
of characters like the barbarian, (viking, or warrior)
which have stats limits most favorable for fighters.
It should'nt be this way (IMHO). There should be greater
playability and desirability in the other classes. One route
to this goal is through giving appropriate skills to
some classes to distinguish them.
I have made a small attempt to do this based on
the orginal skill code for 'stealing' written by
njw@sarc.city.ac.uk. This is a more generalized code,
which (hopefully) allow expansion of the number of
skills (if desired). The code is available in the
compressed tarfile skills.tar.gz on ftp.astro.psu.edu
(anonymous ftp). Instructions for applying this
patch are included.
I have the following skills impletmented:
- stealing -can take items from others
(uses the preexisting code from
njw@sarc.city.ac.uk)
- hiding -limited invis. Movement can 'unhide'
you, attacking definitely will.
- lockpicking -can open normal doors w/o key
The following classes of characters now may have
skills:
Thief -stealing; lockpicking or hiding
Ninja -hiding
Elf -hiding
Swashbuckler -stealing or lockpicking
You utilize the skills w/ 2 new commands:
- 'skills' == this lists your availble skills
- 'use_skill' == changes your current skill
All skills are preformed as a 'ranged-attack'
(ie <SHIFT>-direction).
Hopefully, players of CF will now find more
use for the 'alternative' and 'challenging' classes
of the ninja, elf, thief, and swashbuckler :).
Please let
me know about any BUGs and such associated w/ this
patch (I have tested it for a week, but Who knows
what might pop up later?? :)
b.t.
(thomas@nomad.astro.psu.edu)