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[Wesnoth-dev] poison resistance
From: |
John McNabb |
Subject: |
[Wesnoth-dev] poison resistance |
Date: |
Fri, 13 May 2005 10:33:33 -0400 (EDT) |
All,
Jetryl has some time ago proposed adding poison resistance, a
feature he would especially like to have for new Naga units. Although he
is not quite ready to animate them, I believe that it is time to
impliment this feature. I have poked around in the code and think that
the following proposed functionality would be pretty straight-forward to
impliment and will do so if noone objects:
0) resistance will have the usual meaning ie 100% resistance means you
take full damage from poison (currently 8 pts)
1) units with no explicit poison resistance will be assumed to have 100%.
2) the resistance will be applied at the time of damage taking, not at the
time of poisoning. Thus, if a unit who is already poisoned has its
resistances changed for some reason, the amount of damage he takes from
that poison will change.
3) a unit with 0% poison resistance will take no damage, but still be
considered poisoned. This will prevent the unit from being healed and
will require a full round next to a curer or in a village to remove.
4) I would propose that non-undead units that use poison (currently the
orcish assassin, dire-wolf rider and a few monsters) be given a 50%
resistance to poison at their lowest poisoning level, and 100% resistance
at higher levels.
Thoughts?
--
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"In theory, theory and practice are the same,
but in practice they're different."
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John W. C. McNabb
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- [Wesnoth-dev] poison resistance,
John McNabb <=