>Secret exit = you can walk there, but can't see it >Secret door = A door that's not visible >Secret pickproof = A pickproof door not visible. I've been playing KAOS quite a bit of late, and find the number of pickproof locks to be extremely annoying. Personally, I'd just as soon do away with pickproof and put in a new value that modifies the chance of success. While too many pickproof locks is really an issue for builders to be aware of, too many abuse it. It is really tempting to make the climax of the zone be immune to cheap "victory" by a thief, on the other hand, thieves are so weak otherwise that I don't see this as a problem. I mean, that's what thieves *DO*! Avoid the combat and get the treasure while no one is looking. And while I'm on adding values, I'd like to propose that the stock mag_saving_throw function (or what ever it is called ;) be passed an additional integer 'modifier' that gets added to the base saving throw (so that negative modifiers are good, positive are bad). I added this and find it *extremely* useful. And it doesn't take a lot of effort to add! :) +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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