[CF-Devel] CF object structure (was RE: brief introduction)
Tim Rightnour
root at garbled.net
Sat Oct 6 03:06:56 CDT 2001
On 06-Oct-01 Mark Wedel wrote:
>
I do think the easier approach is to just clean up all those multiple
>
meanings. This may mean adding 20 or so new fields to the object structure,
>
but
>
see not above about memory not being that big an issue. And of course, call
>
these these new elements something that makes sense to their purpose, and not
>
something like 'last_heal', which has some meaning for skill objects when
>
using
>
permanent experience (or food representing charges in a wand, etc). Some of
>
these things could have names that are used across object classes - you could
>
add a field called 'uses', which could represent both the wand charges as
>
well
>
as how much a teleporter could get used (not that there is any functionality
>
like that right now, but IMO, rather than things being use_once or use
>
forever,
>
having charges on other attributes would probably be useful).
I really like this idea the best. I think it gets everyone what they want,
without having to rewrite the whole engine.
---
Tim Rightnour <
root at garbled.net
>
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