> But then I start having other concerns - under such a mechanism, > players might start to ask 'well, I had this script set to apply healing > potions, and I still had healing potions, yet I still died due to lack > of hp'. And of course the real reason that happened is lag or whatever > else, but try to start explaining that to players since it woudl appear > 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! :) > Anyways, if you had a script that was called every tick, and it had > some number of preset known variables (hp, sp, grace, etc) then you > could start doing things like: Tick-based running seems like a good idea indeed. Would simplify things, and avoid all hooks. > Well, that later case is really just binding keys to them. I suppose > command aliases coudl also be done also, but not sure how bug adeal that > 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> > That said, apply of 'meta' types coudl be done, eg, 'apply food' vs > 'apply floor', etc. The client could key in on the client types or > something on what it thinks is food (eg, it wouldn't be perfect, as that > 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' _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel