[CF-Devel] More Lore

crossfire-devel-admin at archives.real-time.com crossfire-devel-admin at archives.real-time.com
Tue Apr 30 22:46:06 CDT 2002



>
     
      I also want to comment on Todd's screenshot:
     
     >
     
      The lore icon is really nice, and yes one can see it easily.
     
     >
     
      But think about a 50x50 map where you can't see initially
     
     >
     
      where the lore is. Then, just imagine you do cut/copy/paste
     
     >
     
      actions and suddenly the lore is deleted or copied to another
     
     >
     
      map, or dublicated. Imagine lore moving under the floor due to
     
     >
     
      fill commands..., or getting lost in a map resize action...
     
     >
     
     
     
How is this different than the lore coming in from the arches?  Remember if
you put lore in an orc or in a magical putter you have to be careful not to
cut and paste that to another map, (also it is still much easier to manage
than connectors and the like).  Remember that lore is going to work it's way
into the maps through the arches anyway. Putting it in the header only means
you need two routines to collect it and a way to distinguish between the
lore fields in the header.  That is the only benefit - that you need to
collect it from two different places in two different ways.  I can't see it
provides any extra flexability or functionality.  There was really not even
a need to make a special map lore arch since you could just use an orc for
the same purpose really, it just makes it easier to see if it has it's own
icon.

here is what it looks like with lore archs - you need to collect all
lore/endlore tags and the name in the arch they are in if it is there.

arch map
msg
Creator: FooBar
Date:  sometime 2003
endmsg
width 25
height 20
enter_x 1
enter_y 1
end
arch grass
end
arch lore
name Jabba the Hut
lore
@ chance ='3', type='legend':
It is said that back in Imperial times...
endlore
end
arch grass
y 1
end
arch orc
name Phil the sneak
hp 20
sp 34
{...}
lore
@ chance='1', type ='hint', locatation='Tatoonie':
There is one fellow in the lair of Jabba the Hut whom might sell you the key
to the Bantha cage, for a price.
endlore
end
arch lore
name My Left Foot
lore
@ chance='1', type = 'nonsense':
My left foot hurts.
@ chance='1':
Shazzbot!
endlore
end
arch foo [...]

And here it is with lore in the header:  Now you will need to take the
entire above script and add a routine to collect header lore and make the
necessary changes to the map editor to manage it.

arch map
msg
Creator: FooBar
Date:  sometime 2003
endmsg
width 25
height 20
enter_x 1
enter_y 1
lore
@@Jabba the Hut:
@ chance ='3', type='legend':
It is said that back in Imperial times...
@@My left foot:
@ chance='1', type = 'nonsense':
My left foot hurts.
@ chance='1':
Shazzbot!
endlore
end
arch grass
end
arch grass
y 1
end
arch orc
name Phil the sneak
hp 20
sp 34
{...}
lore
@ chance='1', type ='hint', locatation='Tatoonie':
There is one fellow in the lair of Jabba the Hut whom might sell you the key
to the Bantha cage, for a price.
endlore
end
arch foo[...]



So is it worth it to add stuff to the header at the cost of adding in new
delimiters to separate the different lore topics and making changes to the
map editor to deal with it?  If you want to do it that's fine, still works,
I just don't think there is a compelling reason for it...


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