[CF-Devel] spell change changes
crossfire-devel-admin at archives.real-time.com
crossfire-devel-admin at archives.real-time.com
Tue Oct 21 02:00:27 CDT 2003
Todd Mitchell wrote:
>
So I noticed that now bulletwalls and the like seem to cast spells that
>
are in their inventory and not use the other_arch field.
I coded it so that if other_arch was set, and nothing was in the inventory, it
should use other_arch. There could of course be a bug in that, but I thouught
I tested that.
>
>
I think that is ok, but there are a lot of broken maps that need to be
>
fixed if this is the case. Looking at a couple maps I did I see a web
>
shooter that now shoots bullets(?) and a poision cloud trap that now
>
spews fire. It also means the Java editor could be updated to remove
>
the now useless other_arch entry field and the help file changed to
>
specify inventory use.
That is odd. They should only do that if something was somehow added to the
inventory of the object, which I don't think there is any code to automatically
do that. I do agree that the editor should probably get updated to use the
preferred method, which is to have it in the inventory.
>
>
I also noticed that some of the npcs with magic spells in their
>
inventories are now carrying around null arches (makes sense if they
>
werent updated this would be the case). These can be fixed of course
>
but I was wondering what the extent of this is actually. How much is
>
broken at the moment.
that is also odd. Spells before were not really objects. Now there were
certain ability_... objects, which were basically spells. I thought those only
got updated. However, as I think about it, it may be that I replaced them, and
updated the treasure lists, so everything should be sane. However, if there are
monsters with spells specifically placed in their inventory, then that may not work.
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