Hello.

I'm not sure many people actually use the NEW_MATERIAL_CODE macro defined in 
config.h...
I don't even know who knows what it is supposed to do or if it was tested :)


So I'm proposing 2 alternatives:
1) remove this code, and forget about it
2) activate it and debug it.


For option 2), here is a proposal for a defined behaviour.

An object will have 2 properties, "real material" and "readable material".
The first will be used in the code, for various save throws and such.
The second (current "materialname") will be the name displayed to the player.


The "real material" will be a comma-separated list of either material name (as 
defined in the "lib/materials" file or material type (as defined in 
include/material.h).
If it is a name, this material is used ; if it is a type, a random one is 
chosen from the materials of this type.
For computing purposes, the average of a value will be computed - if you have 
2 materials, the eg fire saving throw will be the average of both values.

It is only possible to use one material from the same type (one skin only).


The readable name will be either defined by the archetype creator or map maker, 
or made from the real material(s). This is to let map makers have fun with 
names and still keep a real material underneath.


A flag will indicate if the material bonuses (to damage, to weight, ...) were 
already applied to the object or not.


Material will not be processed for archetypes or artifacts, to enable 
diversity.


Examples:
- "material 8" will select a random skin, from wolfhide, dragonhide, and so on
- "material 24" will select a random skin and a random wood
- "material "bamboo,64" will make a material from bamboo and a random stone.



Opinions?


Nicolas
-- 
Mon p'tit coin du web - http://nicolas.weeger.org

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