[CF-Devel] healing potions

crossfire-devel at archives.real-time.com crossfire-devel at archives.real-time.com
Mon Oct 11 12:38:50 CDT 2004


I think that it is good that the spell is in the object's inventory and
- that is better than a spell number, but I don't like creating a lot of
treasure files for arches that will contain a single item in their
inventory.  How can or could we use arch notation to allow us to specify
an object's inventory?  other_arch seems reasonable but doesn't work and
it would be nice to be able to add in a list of items.
  As for a fix for healing potions - I did try making the arch use a
treasure list but still had the same problem - the arch worked on the
map and not in creators or with the create command...


Mark said:
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        My guess is that this is related to the way the potions now work.
     
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        Potions act like scrolls and wands, in that they contain a spell which is what 
     
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      is actually cast (the stat potions are different, in that they are hardcoded to 
     
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      what they do, but they could actually be changed at some point also - all that 
     
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      is needed is spells that permanently increase stats).
     
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        Back to the point - when the potions are created on maps, or in shops, the 
     
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      loader does the right thing and adds the appropriate spell inv to the potion - 
     
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      basically, it converts the 'sp 35' to the heal spell.
     
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        I note that the move_creator function doesn't deal with treasures at all - 
     
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      thus, for example, if you had a creator make an orc, the orc would have no treasure.
     
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        The create DM command will in fact do the correct thing as related to treasure 
     
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      lists, so to fix that, the 'sp 35' line from the arch should be removed, with 
     
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      soemthing like a 'randomitems potion_heal', and then create a matching 
     
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      treasurelist that contains that one spell.
     
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