[CF-Devel] object movers
Peter Mardahl
peterm at alfven.EECS.Berkeley.EDU
Mon Mar 26 21:31:35 CST 2001
I think your proposed generalization makes
a great deal of sense. You need one more flag:
8 -- paralyze living objects so they MUST move
as directed
Are you going to code this?
PeterM
>
I was looking at the player movers (which are famous for the dancing
>
trees), and I had an idea that would use an object mover, but I didn't see
>
them anywhere. What I would like is an object mover that can optionally
>
specify a slaying field to specify what objects to move. For example, it
>
could move rings only. (You would probably want to be able to specify if
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the match was exact, so you could control whether ring mail would get
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moved, as well as a ring.)
>
>
This could be used in a variety of ways. I have one in mind, obviously,
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but I'm sure that there are other possibilities. (For example, the
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aqueduct in Nurnberg wouldn't have to flag the clock as alive to have it
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wash away.)
>
>
Or perhaps the existing movers should be adjusted to be more generic (with
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an update to all the maps, easily done with awk):
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>
Level: 1 -- move monsters
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2 -- move players
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4 -- move non-living objects
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[As always, add them to combine effects.]
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Slaying: If set, only move objects/monsters that match the text string
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>
It would take one more parameter to determine if the slaying can be fuzzy
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or exact (i.e., strncmp vs. strcmp). It could be level 8 if nothing else
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is better.
>
>
--PC
>
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