Nicolas Weeger wrote: > Hello. > > I just committed a small patch enabling spells to require and consume items > when cast. > > The patch uses a 'casting_requirements' key (in the spell object itself) to > enforce restrictions. > The value should be a list of items, like the alchemy uses. > Currently it is restricted to 10 items (hardcoded value) - putting more will > make the spell impossible to cast. > > > Check the 'test/spell_requirements' maps for an example
Random question on this: Is there any way to really clearly know that this is going to happen? For example, if one had a spell that used up diamonds, it should be pretty darn clear it does so, since diamonds will now just start disappearing from the players inventory. IIRC, all of the crafting stuff pretty much requires you putting the items on the crafting devices and using the appropriate skill. I wonder if adding something like a 'spell reagents' container might not be a bad idea, and spell using items will only use objects from that container. This probably isn't a problem until spells that use this functionality become widespread - my main concern in there may be some confused/upset players if there are spells that end up using valuable items. _______________________________________________ crossfire mailing list [email protected] http://mailman.metalforge.org/mailman/listinfo/crossfire

