Todd Mitchell wrote: > Ok, more thoughts on lore: > > For generic lore in the arches I believe it is established that it is > sufficient to populate the lore <> endlore field with weighted values, e.g. > > arch orc > <..> > lore > @5 Orcs are the foul brethern to goblins. > @4 Dwarves and Orcs have a strong hatred of one another. > ... > endlore The @5 (or whatever) must be on its own line, followed by various lines of lore, and then perhaps another @whatever, etc. Reason for this: 1) it means you can have long lore descriptions without needing to have several hundred character long lines. 2) The meaning of the @ can get expanded more easily in the future, eg, @5 could become '@5 santo_dominion 3', or whatever else. If the lore it describes is on the same line, it makes expansion more difficult, and parsing also more difficult. > > Whereby the object name, level and other information could be grabbed > from the arch if necessary too. I don't get that point. Are you talking about embedding control sequences in the lore for this information? I otherwise don't see what that info would be used for. In any case, all the information the lore needs should be in the lore area. Don't presume that grabbing information from the arch will be easy or even possible in the code. And I'd add that don't presume that the information in the arch is at all meaningful - for many monsters, the level of the monster may not be especially meaningful. > If you customize a creature you need to > grab this out of the maps however, e.g. if you make a special dragon, > you can put in special lore, it is stored on the map. This has to be > picked up during the map lore collection however. This would capture > the arch name and name if the object had one (have to remember to check > for no name...) but I don't know how stuff like level and such can be > easily snagged with a script if it has not been changed (look up the > arch?- yuck) I note you are going beyond how you had originally described the lore stuff. The original idea of lore was to more easily connect information about arches with the arch itself. You're now talking about expanding this more and more beyond the original idea. And as said above, I fail to see why you need to care about level or object name information. If relevant, it should be included in the lore information itself. > For map and quest type information this is not going to work, some maps > have nothing of interest, and some like the city maps have many > many points of interest. If you were to go with a header file, you > would need to account for different topics. Also this information can > be more tricky to manage since it is more specific. This is why I think > a specific maplore arch object would be good in addition to the lore > field. I disagree on that point - if all the information is in the 'lore' field, as it should be, there is no reason you need multiple objects. And I still have the concern that if you have a bunch of objects with lore on a map, that it will be very difficult to manage this information (need to figure what objects have lore, where they are on the map, and so on). > The only thing is that both types of lore should follow the same data > format, style guidelines (including truth and falsehood, weighting and > level and key word information) and be accessable through the same 'lore > engine', although not perhaps in the same way... And I think the @ with sufficient fields is more than sufficient to do that, eg: @ <level> <region> <true/false> <key word> <what ever else> I'm concerned about the keyword stuff however. I'm presuming that this is supposed to mean that if I say 'orc' to an NPC, if it has any lore that has that as a keyword, it would respond. But this seems very random - that npc now needs to provide some clue as to what it knows about - if it is just a matter of randomly guessing what the npc knows about, that is completely useless. And at that level, why not just design proper NPC's with bits of information. No matter what you do, properly designed NPC's will still be better than random lore. I will also note that in the original discussion of lore that the idea was for it to show up in things like books or other static sources, and not dynamic things like NPC's. Having lore show up in NPC's also requires the need to have some flag to say 'generate random messages from lore for this NPC'. You don't want to do this by default - first because it won't work well, but second, because you really don't want to this for every monster that could be generated - a fairly costly operation to do for something that is likely to be killed. _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel