[CF-Devel] Client side improvements
crossfire-devel at archives.real-time.com
crossfire-devel at archives.real-time.com
Mon Nov 10 02:30:32 CST 2003
>
But then I start having other concerns - under such a mechanism,
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players might start to ask 'well, I had this script set to apply healing
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potions, and I still had healing potions, yet I still died due to lack
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of hp'. And of course the real reason that happened is lag or whatever
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else, but try to start explaining that to players since it woudl appear
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like a built in feature which should do what you want to do.
Then specify on script interface that scripts run locally. Thus if you lag, too
bad! :)
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Anyways, if you had a script that was called every tick, and it had
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some number of preset known variables (hp, sp, grace, etc) then you
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could start doing things like:
Tick-based running seems like a good idea indeed. Would simplify things, and
avoid all hooks.
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Well, that later case is really just binding keys to them. I suppose
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command aliases coudl also be done also, but not sure how bug adeal that
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really is (as said, I'd expect players to just bind keys to them).
Well yes, except it's easier to bind 'apply food' than 'apply apple or booze or
cake or...' :)
And, unless i'm mistaking, apply code for items on the floor takes the first
appliable item. IE you can't say which item to apply - thus the exit fun
things... How many died because they thought they had applied the exit, only to
eat food / body part there was on the square? <grin>
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That said, apply of 'meta' types coudl be done, eg, 'apply food' vs
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'apply floor', etc. The client could key in on the client types or
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something on what it thinks is food (eg, it wouldn't be perfect, as that
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booze could be poisonous or something).
Could be based on item's type, probably...
Of course that'd require server-side implementation.
Just my 2 cents.
Nicolas 'Ryo'
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