On Fri, 2003-12-19 at 00:54, Mark Wedel wrote: > Todd Mitchell wrote: > > > This is good as well, especially when dealing with monster abilities. I > > think it would be great to be able to assign more than one treasure list to a > > object - especially for say monsters or NPCs who could be assigned a body > > parts list, a treasure list and a 'jail' or citizen list which contains local > > specific random items or special 'guards' to summon when they are killed. > > (you slay the orc at the door to the summoner's lair but now 5 gnolls appear- > > he must have sounded an alarm! You should have tried to sneak past him.) > > Well, if you can assign treasurelists to objects, you could easily do this. > you could do something like: > > starttlist > list body_parts > more > list city_item > more > list normal_treasure > endtlist > > And thus you basically have three treasure lists. > Yes, exactly - excellent. This is what I mean by modular as well - body parts do not have to be wrapped up in a parent treasure list any longer. This makes it easier to have a dragon cleric without making a dragon_cleric treasurelist - just add dragon_bodyparts and cleric_treasure... > > > > Making the list more modular would be good too as now the treasure list calls > > the bodypart list so new lists must be created for any new combinations. You > > can of course insert items directly in the inventory but this would be a > > better way to insert entire lists and random items. > > Not completely sure if I follow what you mean. I just meant you can have distinct purpose treasure lists as I mention above. _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel