I'll probably be a bit terse in this reply, since I had almost finished a followup and mozilla crashed, and don't want to go into that detail again. Todd Mitchell wrote: > Mark Wedel wrote: > > 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 could pretty easily be done - don't even need those tags - the collect script could easily enough just look for lines that start with treasure, and once it gets one, just shunt all following lines into the treasure file until it gets and end line. There probably isn't any real reason not to have several places the info could be - I'm guessing it is of some mild convenience to put the data into the .arc file instead of a .trs file. > 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. There are a couple ways this can be done now: 1) make a treasurelist that contains other treasurelists. Since treasurelists can only be in the treasures file at startup, this means that it has to be put in the arc directory or the like, which may not be really convenient. 2) Put some random treasures in the objects inventory, just changing their randomitems field as needed - this lets you put in several treasures. The problem is there is no way to selectively do something like select only 1 of 3 lists like you could with a treasurelist. However, the real problem here is the way of which inventory is generated - sometimes it uses other_arch, other time inventory for duplication, other time randomitems, etc. This gets pretty messy. The other problem is that two of those (other_arch and randomitems) point to other structures, and are not free form text, which makes putting multiple entries in difficult (if for example, randomitems was text, you could just comma seperate the different treasurelists, or even include one). that hurts performance a bit (as the data has to be parsed each time), but for most objects, they create other objects or treasure pretty infrequently. So probably not that big a deal. _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel