From: Matthew C. <zel...@us...> - 2008-05-30 09:16:09
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On Friday 30 May 2008 02:09:23 am David Ploog wrote: > > Added two new options, rest_wait_both and chunks_autopickup, both > > defaulting to false. If rest_wait_both is true then resting will > > only stop when both HP and MP are both fully restored, not when > > only one or the other is restored. > Is the resting still interrupted after 100 turns? Yes. I could have worded the comment a bit better. > Also, I've always felt the need to improve resting. Why not make a > new behaviour, starting with what you did? > I would suggest that long resting does this: > * wait until both hp and mp are full > * if started with full mp/hp, wait 50 turns > * interrupt when taking damage (subject to ignore poison) Yeah, that sounds good > * interrupt when discovering something _new_ (trap or monster) > (Ideally, resting in the presence of already known monsters > should be possible: like fish, butterflies, monsters behind > glass) I think for that to work that the game would have to keep track of the closest each already-seen monster had gotten, and stop rest if it got any closer. -- Give a man a match, and he'll be warm for a minute, but set him on fire, and he'll be warm for the rest of his life. Advanced SPAM filtering software: http://spamassassin.org |