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Ideas for improving the lootable corpses

Pieter Boelen

Navigation Officer
Administrator
Storm Modder
Hearts of Oak Donator
The lootable corpses have been part of the Build 13 Beta's and now Build 13 for a long time. As far as I'm concerned, they are a great new feature, but there are a couple of things with that mod that would be nice to have solved. Examples would be:
- The corpses obstruct walking
- When a character dies, he disappears and a new character is generated in it's place instead of the original character falling to the ground and becoming lootable
- Corpses disappear after looting them

Ideally the lootable corpses would work like this: When a character dies, he falls to the ground, becoming a corpse. You can walk through this corpse, but loot it manually as well. This can be done by walking up to the corpse and pressing the F3 key when the "hand" icon appears. The corpse doesn't disappear afterwards.

The way described above might be the ideal way, I don't think it is possible to acchieve this. I have, however, thought of a way that might improve the way the lootable corpses work:

When a character dies, he falls to the ground, becoming a corpse. You can walk through this corpse, but you CAN'T manually loot the corpse. After all enemies in the location are killed and the "danger" icon stops flashing, the lootable corpse is generated after all. This corpse does obstruct walking. You can then walk up to the corpse and press the F3 key when the "hand" icon appears. The corpse doesn't disappear afterwards, but doesn't obstruct walking anymore either.

The pros as opposed to the way it currently works are these:
- The corpses do not obstruct the player's fights, because the lootable corpses are only generated after the fight is finished
- The player does not have to loot corpses during a fight to be able to get to the next enemies
- The corpses remain lying around after you looted them, because it simply looks cool <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />

I think what I describe should be pretty possible.
- To make the corpses be generated after the danger icon stops flashing, we need a sort of loop function in the kill character function that loops the function until the danger icon stops flashing and only generated the corpse after that
- To make the corpses lie around after looting them, we just have to prevent them from disappearing. This should be relatively easy

There will be at least one problem with this idea though, which occurs in locations with infinite amounts of enemies, such as dungeons and caves. Since the danger icon never stops flashing here, the lootable corpses are never generated. Also: Because there are an infinite amount of enemies, every time a character dies, the kill character function is run and it keeps looping forever. The result could be that the player's computer becomes slower and slower. A solutions could be to have automatic looting in these locations or to simply disable looting completely in these locations. This would also balance the game better, because that way the player can't get a lot of gold and blades by fighting in the dungeons for an hour or so.

Also: When this idea is implemented, the player does not need to be able to loot corpses with his blade drawn anymore, which would improve realism.

Please give your comments and, if you are a modder, perhaps you can help out with coding this in. I don't have time to work on this anymore. But I thought it might be a pretty good idea anyway.
 
i agree, but only if you can find the stealth weapons, ammo and gunpowder in crates, or at least more often. you usually get them off corpses by manually looting them, but if you can't loot in dungeons, getting them will be really hard, and it would be especially annoying because you need those thing's the most when in dungeons. if you run out of ammo or gunpowder, you will have no way of getting the stuff until you get out again. now, that might add an interesting factor to the game, but you wouldn't get any stealth weapons anymore either, and you would start off with only a small supply because of the small chance of getting them anywhere else.
 
<!--quoteo(post=179016:date=Jan 14 2007, 02:57 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jan 14 2007, 02:57 PM) [snapback]179016[/snapback]</div><div class='quotemain'><!--quotec-->
The pros as opposed to the way it currently works are these:
- The corpses do not obstruct the player's fights, because the lootable corpses are only generated after the fight is finished<!--QuoteEnd--></div><!--QuoteEEnd-->

I not only don't mind this, I prefer this and always set my game this way. Bodies on the ground do obstruct movement in RL to some extent. In "seriously outnumbered" situations, it gives me time to catch my breath.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->
- The player does not have to loot corpses during a fight to be able to get to the next enemies<!--QuoteEnd--></div><!--QuoteEEnd-->
There aren't too many times when this happens and when it does, the "T" key makes it easy.
Looting left handed with sword in my right is not unrealistic.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->
- The corpses remain lying around after you looted them, because it simply looks cool <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
I don't see this as a big plus because most of the time, after a battle, that is exactly how it looks.
After looking for a while, I loot the bodies and go on to the next area.
The only thing this would add is being able to get one more look at the carnage before I go.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->
There will be at least one problem with this idea though, which occurs in locations with infinite amounts of enemies, such as dungeons and caves. Since the danger icon never stops flashing here, the lootable corpses are never generated. Also: Because there are an infinite amount of enemies, every time a character dies, the kill character function is run and it keeps looping forever. The result could be that the player's computer becomes slower and slower. A solutions could be to have automatic looting in these locations or to simply disable looting completely in these locations. <!--QuoteEnd--></div><!--QuoteEEnd-->
A problem with two solutions I don't like.

Another problem will be the areas where many enemies, now able to walk through bodies, will be dying on the same spot. I have played games where characters pile so close that you spend time re-checking corpses you have already looted and even then wondering if you missed the one underneath. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->
Also: When this idea is implemented, the player does not need to be able to loot corpses with his blade drawn anymore, which would improve realism.<!--QuoteEnd--></div><!--QuoteEEnd-->
Like I said earlier, I think looting with one hand while the other holds a sword is completely realistic.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Please give your comments <!--QuoteEnd--></div><!--QuoteEEnd-->
OK! <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/slap.gif" style="vertical-align:middle" emoid=":slap" border="0" alt="slap.gif" /> Everybody likes something different......and that makes
the World go round and interesting!! <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
To Petros: It was just an idea. I think a toggle should be added anyway. But we can just keep things as-is I suppose; just thought it'd be nice to do some improving still. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
i don't really see a reason to change it either. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /> corpses can indeed be a very handy obstacle.
 
Pieter, I agree 100% with your logic and I for one would definitely love to play the game with your suggested enhancements. I have always thought that the impassable bodies was a pain in the neck and that it added way to many easy battles when outnumbered bigtime. It would bring so much more reasoning to bring along some mates to protect your flanks as you can not play that cheasy dead body block scheme. In fact I also think it is very unrealistic to be able to block against more than one enemy at a time. Changing this would again require more thoughts and the bringing of mates to the battles.

Also if bodys were as you suggest then the boarding battles did not have to be different than from the land battles which I have always found odd.

So please, please, please .... and pretty please, add you enhancements to the game and add a toggle.

I really think you should move ahead with your suggestions.

All the best
Frans
 
you actually do have a bigger chance to get hit when you're not facing the attacker. and what if you don't have any officers? still, fighting against four at once was still doable in the stock game if you didn't have any officers.
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->
... I have always thought that the impassable bodies was a pain in the neck and that it added way to many easy battles when outnumbered bigtime. <!--QuoteEnd--></div><!--QuoteEEnd-->
The other more preferable options when "outnumbered big time" I guess are just dying, waking up in a tavern, or reloading the game. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->
It would bring so much more reasoning to bring along some mates to protect your flanks <!--QuoteEnd--></div><!--QuoteEEnd-->
Hello ... we do. In those "outnumbered big time" occasions, they drop like flies as the ratio is usually 2 or 3 to one against them. And then everyone comes after you.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec--> In fact I also think it is very unrealistic to be able to block against more than one enemy at a time.<!--QuoteEnd--></div><!--QuoteEEnd-->
Which you can't do anyway. This is precisely why your officers and boarders drop like flies.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Also if bodys were as you suggest then the boarding battles did not have to be different than from the land battles which I have always found odd.<!--QuoteEnd--></div><!--QuoteEEnd-->
The logistics of the boarding battles are different for land battles and have nothing to do with bodies, loot-able or otherwise. It is the way the game is written.
 
<!--quoteo(post=179154:date=Jan 15 2007, 09:24 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Jan 15 2007, 09:24 PM) [snapback]179154[/snapback]</div><div class='quotemain'><!--quotec-->
The logistics of the boarding battles are different for land battles and have nothing to do with bodies, loot-able or otherwise. It is the way the game is written.
<!--QuoteEnd--></div><!--QuoteEEnd-->
I think what he means is that looting on boarding is automatic by default, but looting on land is manual by default. With my proposed changes, looting can be manual on both land and boardings, because the reason for making looting automatic on boardings would then be eliminated.

<!--quoteo(post=179142:date=Jan 15 2007, 08:43 PM:name=HawkerT)--><div class='quotetop'>QUOTE(HawkerT @ Jan 15 2007, 08:43 PM) [snapback]179142[/snapback]</div><div class='quotemain'><!--quotec-->
In fact I also think it is very unrealistic to be able to block against more than one enemy at a time. Changing this would again require more thoughts and the bringing of mates to the battles.
<!--QuoteEnd--></div><!--QuoteEEnd-->
I once had the idea of setting a "blocking time limit". So your block is effective during a couple of seconds after you pressed the block key and once that period is passed the blocking is uneffective and you will be hit. To prevent yourself from being hit that way, you will need to block once for every swing the enemy takes at you. No more keeping the block key pressed and surviving easily that way. I still think that's not realistic. But when I brought up this idea, it wasn't met with great enthusiasm. Basically because it would make the game much harder.

I wonder if a much harder game would be a bad thing as long as the game remains playable. The player can always take some crewmembers ashore to have some additional mates to support him. I am not sure if the player should be able to win a 1 vs 10 fight at all. Realistically that would be a pretty unwinnable fight. And in any case: Any mods that have a great impact on gameplay would have a toggle anyway. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

<!--quoteo(post=179142:date=Jan 15 2007, 08:43 PM:name=HawkerT)--><div class='quotetop'>QUOTE(HawkerT @ Jan 15 2007, 08:43 PM) [snapback]179142[/snapback]</div><div class='quotemain'><!--quotec-->
So please, please, please .... and pretty please, add you enhancements to the game and add a toggle. I really think you should move ahead with your suggestions.
<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't think I'll be having much time to do it myself; I could probably use some help from other people.
 
<!--quoteo(post=179183:date=Jan 16 2007, 09:17 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jan 16 2007, 09:17 AM) [snapback]179183[/snapback]</div><div class='quotemain'><!--quotec-->
I think what he means is that looting on boarding is automatic by default, but looting on land is manual by default. With my proposed changes, looting can be manual on both land and boardings, because the reason for making looting automatic on boardings would then be eliminated.<!--QuoteEnd--></div><!--QuoteEEnd--> Exactly!!!

<!--quoteo(post=179183:date=Jan 16 2007, 09:17 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jan 16 2007, 09:17 AM) [snapback]179183[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=179142:date=Jan 15 2007, 08:43 PM:name=HawkerT)--><div class='quotetop'>QUOTE(HawkerT @ Jan 15 2007, 08:43 PM) [snapback]179142[/snapback]</div><div class='quotemain'><!--quotec-->
In fact I also think it is very unrealistic to be able to block against more than one enemy at a time. Changing this would again require more thoughts and the bringing of mates to the battles.
<!--QuoteEnd--></div><!--QuoteEEnd--> I once had the idea of setting a "blocking time limit". So your block is effective during a couple of seconds after you pressed the block key and once that period is passed the blocking is uneffective and you will be hit. To prevent yourself from being hit that way, you will need to block once for every swing the enemy takes at you. No more keeping the block key pressed and surviving easily that way. I still think that's not realistic. But when I brought up this idea, it wasn't met with great enthusiasm. Basically because it would make the game much harder.<!--QuoteEnd--></div><!--QuoteEEnd--> Excellent ideas Pieter!!! Excellent indeed!!! It would feel a lot more like you were actually fencing that's for sure! <img src="style_emoticons/<#EMO_DIR#>/duel_pa.gif" style="vertical-align:middle" emoid=":ixi" border="0" alt="duel_pa.gif" />
It could be counter balanced by lowering the massive hordes of enemys you meet in the game now. By making the fights just a bit more rare but more realistic they would definitely be more fun and rewarding to win. If it is a sure win every time, then why have the fights at all? As it is now the game sometimes has that zombie feel that the original 'into the eagles nest' game also did with just hordes and hordes of nobrainers comming at you without end.

<!--quoteo(post=179183:date=Jan 16 2007, 09:17 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jan 16 2007, 09:17 AM) [snapback]179183[/snapback]</div><div class='quotemain'><!--quotec-->
I wonder if a much harder game would be a bad thing as long as the game remains playable. The player can always take some crewmembers ashore to have some additional mates to support him. I am not sure if the player should be able to win a 1 vs 10 fight at all. Realistically that would be a pretty unwinnable fight. And in any case: Any mods that have a great impact on gameplay would have a toggle anyway. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /> <!--QuoteEnd--></div><!--QuoteEEnd--> Again I agree completely and I don't understand the reluctance from others for making the game harder (and a bit more realistic (or at least some resembleance of reality)) as long as there is a toggle? If you go into a 'hot' town or jungle all by your lonesome then it should be very hard to survive and the plan should be hiding and sneaking instead of fighting. And for sure you should loose a 1vs 10 fight 99 times out of 100. Again it should be balanced so that these instances were rare or at least most of the time your own fault if encountered. I am not looking for extreme realism at all, it is simply not that kind of game, but it could do with a bit more 'brains' and the feel you were actually fencing and that it was a skill worth learning.

<!--quoteo(post=179183:date=Jan 16 2007, 09:17 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jan 16 2007, 09:17 AM) [snapback]179183[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=179142:date=Jan 15 2007, 08:43 PM:name=HawkerT)--><div class='quotetop'>QUOTE(HawkerT @ Jan 15 2007, 08:43 PM) [snapback]179142[/snapback]</div><div class='quotemain'><!--quotec-->
So please, please, please .... and pretty please, add you enhancements to the game and add a toggle. I really think you should move ahead with your suggestions.
<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't think I'll be having much time to do it myself; I could probably use some help from other people.
<!--QuoteEnd--></div><!--QuoteEEnd--> Okay Pieter I'll put my money where my mouth is on this one. Let's talk! Could you send me a small draft plan of what you have in mind and any task you wan't me doing? I can do pretty much anything given a little time (evenings/nights Danish time GMT+1). I can also help code if you want me to look at something. I don't know the C+ syntax or whatever the POTC code is written in but that is just syntax and when you have seen a few you have seen'em all so I will learn quickly.

Looking forward to hearing from you.

All the best
Frans
 
im sorta mixed as far as pros and cons in this go. i like the idea of looted corpses staying in place, and i also like the idea of having the killed enemies fall to the ground, becoming a corpse, rather than having them disappear and reappear on the ground...but, i dont think we should remove the corpse barrier bit. i think that corpses would, in real life, effect your movement, so keeping it that way would definately improve the realism. as for the 10 vs. 1 fights, it all depends on the person. there are some people in history who actually could do that, and double it. i say that, below 7 melee and a moderate sword [like the Highlander, for example] and 3-5 accuracy, and your finished if 7 or 8 come at you. at 10 melee, with a good sword [like a Bo'sun's choice, Cardinal's guard or Solingen Rapier], 7-10 accuracy and a rather high rank [like 30], you should be able to handle them quite well. a1 vs. 25 fight, is what i call impossible...though there may have been some people who could. one of the things you try and gain in this game is the feeling that your a legend. dont you think that adding the possibility of that sort of thing happening, would make your character a legend? <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
HawkerT, go to a psychiatrist to remove those suicidal tendencies. <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" /> having to sneak through a friendly town seems a bit odd to me. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /> however, it would be fun with a quest to have to do that. it would be possible by giving the enemies you have to avoid a short line of sight, like in the maltese abbey.
 
<!--quoteo(post=179196:date=Jan 16 2007, 01:26 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Jan 16 2007, 01:26 PM) [snapback]179196[/snapback]</div><div class='quotemain'><!--quotec-->
having to sneak through a friendly town seems a bit odd to me. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
Replace "friendly" with "hostile" and it suddenly seems like a good idea.
 
i know, but he said that you would have to do it when muggers where walking the streets, and they appear in friendly towns as well. but if hostile soldiers would have a short line of sight, sneaking would be possible. otherwise you couldn't sneak.
 
<!--quoteo(post=179189:date=Jan 16 2007, 10:08 AM:name=HawkerT)--><div class='quotetop'>QUOTE(HawkerT @ Jan 16 2007, 10:08 AM) [snapback]179189[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=179183:date=Jan 16 2007, 09:17 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jan 16 2007, 09:17 AM) [snapback]179183[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=179142:date=Jan 15 2007, 08:43 PM:name=HawkerT)--><div class='quotetop'>QUOTE(HawkerT @ Jan 15 2007, 08:43 PM) [snapback]179142[/snapback]</div><div class='quotemain'><!--quotec-->
In fact I also think it is very unrealistic to be able to block against more than one enemy at a time. Changing this would again require more thoughts and the bringing of mates to the battles.
<!--QuoteEnd--></div><!--QuoteEEnd--> I once had the idea of setting a "blocking time limit". So your block is effective during a couple of seconds after you pressed the block key and once that period is passed the blocking is uneffective and you will be hit. To prevent yourself from being hit that way, you will need to block once for every swing the enemy takes at you. No more keeping the block key pressed and surviving easily that way. I still think that's not realistic. But when I brought up this idea, it wasn't met with great enthusiasm. Basically because it would make the game much harder.<!--QuoteEnd--></div><!--QuoteEEnd--> Excellent ideas Pieter!!! Excellent indeed!!! It would feel a lot more like you were actually fencing that's for sure! <img src="style_emoticons/<#EMO_DIR#>/duel_pa.gif" style="vertical-align:middle" emoid=":ixi" border="0" alt="duel_pa.gif" />
It could be counter balanced by lowering the massive hordes of enemys you meet in the game now. By making the fights just a bit more rare but more realistic they would definitely be more fun and rewarding to win. If it is a sure win every time, then why have the fights at all? As it is now the game sometimes has that zombie feel that the original 'into the eagles nest' game also did with just hordes and hordes of nobrainers comming at you without end.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, a blocking time limit TOGETHER with a reduction of mass fights could actually improve the game. ONLY limiting the blocking time would be IMHO problematic cause currently you are often surrounded by several enemies. And your mates are simply to dumb to protect your back effectively.

Maybe a blocking time limit can be introduced in the animation definition. Some animations, like attacking or jumping, take effect only for a short while. Maybe the blocking animations can be changed likewise.
 
Maximus has said he is able to add locators through code. So wouldn't it be great if a box locator could be added the moment a character dies and all the character's possessions are put in that box? Then the character can die normally with the proper animation and leave a corpse that doesn't obstruct walk. But you can still loot the corpse because of the added box. Then when you looted the corpse, the box disappears again. I think if somebody could get this to work, it would be the most ideal way this mod could work.

Maximus also had an idea to keep the corpses solid, but keep the proper death animation as well: When a character dies, he plays the death animation without actually dying. So then the original character could be looted, instead of a clone.
 
<!--quoteo(post=179183:date=Jan 16 2007, 09:17 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jan 16 2007, 09:17 AM) [snapback]179183[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=179142:date=Jan 15 2007, 08:43 PM:name=HawkerT)--><div class='quotetop'>QUOTE(HawkerT @ Jan 15 2007, 08:43 PM) [snapback]179142[/snapback]</div><div class='quotemain'><!--quotec-->
In fact I also think it is very unrealistic to be able to block against more than one enemy at a time. Changing this would again require more thoughts and the bringing of mates to the battles.
<!--QuoteEnd--></div><!--QuoteEEnd-->
I once had the idea of setting a "blocking time limit". So your block is effective during a couple of seconds after you pressed the block key and once that period is passed the blocking is uneffective and you will be hit. To prevent yourself from being hit that way, you will need to block once for every swing the enemy takes at you. No more keeping the block key pressed and surviving easily that way. I still think that's not realistic. But when I brought up this idea, it wasn't met with great enthusiasm. Basically because it would make the game much harder.

I wonder if a much harder game would be a bad thing as long as the game remains playable. The player can always take some crewmembers ashore to have some additional mates to support him. I am not sure if the player should be able to win a 1 vs 10 fight at all. Realistically that would be a pretty unwinnable fight. And in any case: Any mods that have a great impact on gameplay would have a toggle anyway. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
For my game I changed the blocking code a bit: even if I block a hit I loose two healthpoints. Which means that blocking is still an effective defense, but I can't keep on blocking forever, conveniently suffering no damage at all while a bunch of enemies keeps hacking at me.

The code for that goes into LAi_fightparams.c, function void LAi_ApplyCharacterBladeDamage. Find this line:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
if(rand(10000) > p*10000) return;<!--c2--></div><!--ec2-->It makes you suffer no damage at all if you block successfully. Change it like this:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
if(rand(10000) > p*10000)
{LAi_ApplyCharacterDamage(enemy,2); LAi_CheckKillCharacter(enemy); return;} // ccc Jan07<!--c2--></div><!--ec2-->Now every blocked hit will cause 2 HP damage. Balance it to your liking by changing the "2" <img src="style_emoticons/<#EMO_DIR#>/duel_pa.gif" style="vertical-align:middle" emoid=":ixi" border="0" alt="duel_pa.gif" />
 
Hey! That's a DARN good idea!!! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />

BTW: Maximus has been working on changing the corpsemode for a bit. He figured out how to put a box locator on a corpse that contains the corpse's items. He also reports that he now actually managed to make corpses that don't obstruct walking, but can be manually looted through the box locator anyway. It seems that the ideal corpsemode is actually going to work! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
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