[CF-Devel] Artifact & subtype question (to know how to fix broken
build patch...)
crossfire-devel at archives.real-time.com
crossfire-devel at archives.real-time.com
Sat Dec 13 03:03:11 CST 2003
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Yes - there is compelling reason - subtype might very well be used in
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the future as additional matching code.
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Also, changing subtypes may have bad effects down the road.
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subtypes are extensively used in the new spell code. And I personally
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see adding more objects to use type/subtype (really, all the stuff a
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player may equipment should be of something like 'type equipment,
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subtype shield/weapon/armor/helm/....'.
Hum, that's exactly how i use subtype in my building code: general material has
type 161, and subtype is used to discriminate between what you are building
(floor, wall, other items).
Also, from your comment I think I wasn't clear enough: the question is, rather,
would it be bad if an artifact could override the archetype's subtype (using the
'subtype' in artifact, as weight/title/stats can be overriden)? You just need to
NOT use this field for most items, and it'll make it easier for my building patch :)
Actually, problem occurs (in my building case) because I implemented different
'instances' of material using artifacts, not archetypes. I thought 'they all
share some fields, like type & stuff, so i'll make a global ''virtual''
archetype and different artifacts'.
Now of course I can reimplement using different archetypes for different
materials, instead of one archetype and different artifacts (would remove the
need for my treasure.c hack)
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Arguably, the artifact stuff could be done better (have some area which
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lists what to match against, and another area which lists what to set).
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However, at some level, I'd just rather the artifact file disappear or
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otherwise get completely redone.
Couldn't we use something like what is used for archetypes?
Add .art files that get collected by a script to make artifact file?
Nicolas 'Ryo'
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