[crossfire] Patch proposal: unidentified generic faces
Mark Wedel
mwedel at sonic.net
Thu Jan 19 00:56:20 CST 2012
On 01/18/12 02:26 PM, Nicolas Weeger wrote:
> Hello.
>
>
> I've been playing with having items hide their "real" face unless they are
> identified.
>
> So for instance potions would keep their generic face when not identified.
In the distant past, potions used to work that way - generic face until
identified.
>
>
> Here's a patch that makes that behaviour.
>
>
> Right now it's only the face (and animation-related parameters), but I was
> thinking of doing that for the name too. So eg unidentified skill scrolls could
> have a generic blank face and name until they are identified.
Yes - this makes sense. Using key/value or other abstraction vs coding in
those values makes a lot more sense. I suspect that is the reason that skill
scrolls do not work that way - when they were put in, the code was not modified
to hide their names.
>
>
> Would that behaviour change be ok?
Fine by me.
>
>
> The code relies on key-values containing "identified" properties (see
> common/item.c:object_give_identified_properties for more details).
Is the way you see doing this is that the archetype contains the unidentified
values? I'm just curious as to how the unidentified name/face is determined.
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