This I to would also like, but looking through the code, your idea would be very hard to do compared to mine. If you want to do that.. I would be most happy, OTOH I will add the new case if you don't. My major concern is if people have a real problem with this. dnh On Tue, 22 May 2001, Mark Wedel wrote: > On Wed, 23 May 2001, dnh wrote: > > > Is there any major objections to me making a new case light_armour and > > moving bracers and girdles into it. Then allowing ruggilli and Q's to > > wear light armour only. The only real gains are, up to 50% acid resistance > > or +1 magic, +2 str and con and for ruggilli plus an extra 30 to fire > > (which it doesn't really need). > > > > I feel looking at the body shape of the Q that is is both acceptable and > > fun. The beholders and fireborn would not be able to wear any of this > > though. > > > > It has also been mentioned that some races, in particular beholders, > > should be able to wear more than two rings. I put that up to > > consideration. > > Rather than make another general case, I would much rather there be > specific yes/no case for item types, and not just general objects. > > For example, being able to give the can_use_shield as a specific > granularity would be nice (I would think that if Q's can use swords, > they should have this). > > Likewise with can_use_bracers, can_use_boots, ... and so on. > > I would rather go this specific (1 item type) case than go for a > sort of general approach which we'll probably say pretty quickly > still isn't good enough. > > I don't want to get into particular races at this point - I'm more interested > in getting an implementation that we will be happy with for a long time. > > Which, if we take the above a bit further, perhaps a more general approach > could be called for (instead of using 20 can_use flags), have item_allowed and > item_denied fields, ie, for a Q: > > item_allowed all > item_denied armor, boots, helmet, rings > > Where as something like the fireborn may have something like: > item_allowed ring,scroll,wand,potion,rod > item_denied all > > Fortunately, players don't equip/unequip stuff all that often, so parsing > such a form shouldn't be too costly (and if really desired, it could be made > so that it is only parse at load up or in major changes, and we just have a > bit field for all the object types, with 1/0 values if the player can use the > item or not). > > This method is a bit more work, although I'm not precisely how hard, but > has the advantage that it allows as much flexibility as we want - if new > item type is added in the future, don't need to worry about the can_use > flag - just need to update the parsing routine which will almost > certainly be easier (and plus, with the default cases, may not even > need to modify monsters/players much). > > Note having item_denied by the default (since it makes sense for most > monsters) works out best, but most players would have item_allowed all. > > Just my not so random thoughts. > > > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel at lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel >