El Domingo, 13 de Abril de 2003 02:36, Todd escribió: > I am going to jump on this comment because I think it related to the new > material types and this material type thing has been bothering me for a > bit. Sorry Karla, I can't give you an answer but I do have a question > to ask. > I'm not an experienced programmer either but there seems to be a lot of > issues with the new material types and I am not sure that it is worth it > to keep on just fixing them as has been happening. I understand the > reason for the new materials was for expanding the item creation/alchemy > system (yes?), but there has to be a better way to do this with the old > system of material types, no? I was pretty happy having the bitmask > material type and not having these problems with item matching, stacking > and weird materials for common objects. Could not the old system be > expanded to include more mateirals or the old material bitmask system is > replaced with something more like this new thing? I think that this > kind of thing would be better to manage in the arches no? Make an arch > for gold chainmail rather than add a random material type to the > chainmail arch. > Plus I do not like to see the material type in the name, 'pine arrow' or > 'dog-skin leather armour' is not necessary for me to know. If the item > is something that does have a material in the name anyway (like > DragonScale Plate Armor or Golden sheild) then it is usually otherwise > special too and has a diffrent archetype and properties. Otherwise it > is just Plate Armor or a shield. Only when I examine something, eat > someting, when it is valued, when it gets burned up or reacts to a > spell, or otherwise has unique properties do I need to know what it is > made of. Now there may be a good reason for doing things this way - but > from my view (I admit it is a limited view) it seems unweildy and there > are too many special cases (like mithril and leather armours - or stone > axes?) and patchy type fixes to make it work. Is there a solution to be > had, it seems like there should be a better way to do this - is there > even a problem anymore and I missed it being fixed? I'm not against the > idea in theory, but the execution seems to be a problem here. Maybe > it's just me that doesn't get it? I post a message about the same some time ago I just repost some parts of it now (yes I'm lazy :-) : (talking about ideas to steal in the game IVAN) Items have 2 material, one is the head/tip/blade or the main material of the item. The appereance of the item changes if you change the material of the item (you can wish for scrolls of change material) The wood/metal items should only display the metal part name .. no no more spruce axes. Also it will be nice to limit the number of wooden materias .. what the it's the diference if I use an oak arror or a spruce one ? wooden arrows (only sharpened wood , no tip) bambu arrows (no tip) and metal ones (wooden with metal tip : copper, iron ...) will be nice. A percent of the item made of the main material should be included so .. an arrow have 20% base tip weigth that changes if material change and a 80% from unimportant material. Same for axes, spears, maces, hammers, horned helmets (the horns are mere addonament and usually allways made from ... horn!!!), etc ... Or a second material to every item could be added .. _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel