Mark Wedel wrote: >> Better than a new field would be to standardize around a single >> method for adding inventory. > > Arguably, the treasure list syntax already supports that. Yes I would say that the treasure list syntax should be used. >> What would be fantastic would be to be able to add treasure list >> notation in the arch file directly *and/or* use a list(s) from a >> .trs file or the treasures file - the same sort of thing you can do >> with animation - use anim/mina in the arch file or call animation >> from a .face file. Since the .trs files are collected and collection >> is not done during game time I don't see a big problem with having it >> parse treasures from .arc files as well as .trs files (?). > > It could be done, but a little more complicated than the animation > stuff. > > The animation stuff is easy - the collection code basically says 'one > I find a anim, just collect all the data until I get a mina. This > works fine because mina is not used anyplace for the archs. > > The treasurelists use an 'end' to denote the end of the list, which > also happens to match the tag for ending an object. Fortunately, the > treasurelist doesn't nest those, so the collect could basically do > something like 'once I see a treasure line, collect all until I see an > end line'. I was thinking of wrapping standard treasurelist notation in a tag like the anim/mina so that you could do: treasurelists all your treasurelist notations endtreasurelists the the collect scripts can just look out for the wrappers in the arches, the trs files and the treasures file. This seems like there are three places for the data but at some point the treasures file in the server would be entirely replaced by .trs files in the arches I expect. >> This would let you grandfather out the randomitems field so that >> inventory is done a single way and get rid of the limitation where >> you can only have one entry in the randomitems. It would be great to >> be able to spice up a chest or a mob by adding an additional treasure >> list or two or even a single item (or chance for an item) without >> having to make treasurelists for every permutation. > > Well, you're asking for something completely different now. Right, well I guess the ability to spawn copies of objects in the maps is pretty good, it would be very nice to be able to reference multiple treasurelists in the randomitems field (or another field) however so you could add a second list to a NPC or a chest. You can still do a lot by adding additional items to inventory or random archs so that is not so important to be able to make custom lists in the maps. _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel