One new one: Patch tracker # 1022962: Rare book name overrun. On Fri, Sep 03, 2004 at 12:25:42AM -0700, Mark Wedel wrote: > Kevin C. Rudat wrote: > > * 1001079: Make "alchemy" books say which skill. > > Looking at the comments on the bug, there is a note that perhaps not > saying what skill is part of the game. I'm convinced of that argument I wrote the patch because I didn't like the books claiming that every recipie was an alchemy formula, when that's no longer true. I thought a patch to give the right skill would be better than a patch just to remove the line about alchemy. ;) I can understand wanting to give the challenge of figuring out which skill to use, though. > (should we similarly hide spellbooks such that player doesn't know?) After all that work to add the three new spellbook faces? ;) > A lot of alchemy has been more friendly - at one point, you didn't even > know what recipe you were buying until you could decipher it, because the > title of the book didn't contain that. > But that basically made buying recipes useless. *confused* Being able to see what item you're buying a recipie for, or *not* being able to see which item it tells you how to make? <snip> > >Server > >------- > > > >Modify the value of any generated spellbook that currently has the value of > >its clone, rather than only ones with a random spell.: > > > > This means you can plonk a spellbook and the spellarch on a map, and let > > the arch writers worry about how much its worth. > > I'm not sure what you mean by this - I'm guessing that have the value > calculated when the player tries to sell it/look it/whatever, based on the > spell it contains? My patch was worse: calculate it in the loader, I think. <snip: arguments why not> I agree. I like the editor being able to calculate it. The patch was for a lazy mapmaker like me. (Perhaps a special server-dump-information mode that looks for oddly priced spellbooks, so mapmakers can tell if they should change prices.) > >Looking at a spellbook: > > > > Rather than "foo is a 9 level bar spell", "foo is a ninth level bar > > spell". <snip> Patch tracker # 1022973: "Words for numbers in spellbook description". > > Last time I looked there's a couple of places in the Python plugin that > > possibly assume ints and longs were passed by reference rather than by > > value, causing '*(int *)' to have unexpected values. > Should probably point out specifically which ones these are. Patch tracker # 1022954: "Partial plugin pointer patch". However, I dunno if Yann Chachkoff wanted ints pass by value or by reference. <snip> > > I added a few lines to two of the player-help documents in my local CVS > > tree. Should I share them? > > Sure - can't hurt. I ran diff and found I'd twiddled some other bits and pieces, too. Patch tracker # 1022942: "Random documentation updates". <snip> > I find if that's the case, you could just do a '-client 127.0.0.1' or the > like. I'm not convinced the wide spread usage of a nometaserver option. Neither am I. In my compile of the client, when disconnected from the network: After leaving a server, the client appears to block for half a minute before giving up on the metaserver. It was just mildly annoying to wait for the old client to go away so I could try the next compile. > >local-command table and fnu help system: <snip> > Would be worth seeing. Patch tracker # 1022245: "Improve client help with command tables". > >Inventory filter: > > Well, what is probably most needed is a custom tag that can be applied to > the items to dictate how they show up. > > I see limited value in being able to sort objects by type. So being able > to say 'this tab is all my money type objects' could be nice Just to be clear: The patch I made was originally to do things like redefine the tab with the gold coins on it to have all the money-type objects in it. (*Sorting* your stuff differently was an afterthought.) It doesn't filter every view of the inventory the same way. <snip: details about storing four octets for each item player carries> That sounds useful. I should check the archives for earlier discussion about it. Given the discussion about a better map command, agreeing on what way to extend the protocol could be complicated. -- Thanks, -- Kevin "Never done it" Rudat < krudat at origin.net.au > Has been bitten by semantics before. Sci-Fi/Fantasy ... type. Pretends to know a bit of programming. Very bad manners. Terrible posture and co-ordination. A forgetful ... wha? <Kaa-Hahhnn> Humans are an example of a species rushed to life without proper testing... they have LOTS of bugs to fix. ;> _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel