[CF-Devel] spell path & cause black death
Mark Wedel
mwedel at scruz.net
Sat Mar 3 19:31:42 CST 2001
Michael Toennies wrote:
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Simple: we had 20 named pathes + this path _NULL. The only reason why _NULL
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is there is that it can be denied or mnaipulated, right?
can not be denied or manipulated is what I'm guessing you meant to say.
I don't believe that was the reason. I believe the reason for most of the
spells is because they did not fit handily into any other classification.
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Well, the spell list i create use '1' - '0' to jump to a page and i put then
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2 spell pathes on it.
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The 21st path _NULL don't fit in this.
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Is just a question of "good design".
that almost more sounds like you need an even number of spell paths, or am I
misreading that?
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Why not put the spells in other pathes?
As said, some of them probably just don't fit really well.
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And just make one path as forbidden for manipulations.
Which is what path_null does right now. So why change that?
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It was just that it was somewhat of confusing because PATH_NULL don'T fit
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in the the path system.
Not meant to - it basically mean the spell does not belong to any path.
nothing wrong with that - that is done in many areas (objects can have no
material for example, or no attacktype, and so on).
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At the moment, i had put the 20 pathes to 1-9 using 7 times 2 pathes and 2
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times 4 pathes
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per page and give page 0 the NULL spells.
I don't really parse that above line.
I'm also unclear if the problem really has something to do with the current
number of spell paths, or the fact there is a path null? If the number of spell
paths is a problem, the basic response is you'll just need to deal with it - if
we add a path_misc for example, there is still nothing preventing additional
paths from being added in the future, which would once again result in a non
nice number of paths.
I guess I'm still not really clear why path_null is such a big deal.
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