http://rpg.hamsterrepublic.com/bugzilla/show_bug.cgi?id=535


Ralph Versteegen <[EMAIL PROTECTED]> changed:

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--- Comment #6 from Ralph Versteegen <[EMAIL PROTECTED]>  2008-07-24 20:48:11 
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I have a partially complete implementation in my working copy, it's been there
for a while. I was going to finish it off and squeeze it into werewaffle (but
things don't happen when they could have when you think release's a week away
but it never happens) but I still haven't decided on those important problems
James mentioned:

The inconsistency between the style, implementation and naming of different
sets of commands really annoys me. We've never decided between using read/write
commands and a bunch of constants, individual commands, or individual scripts
(or even weird mixes, like the enemy commands). I wish we agreed on some
consistency. But it seems like which way to go depends on the actual format.

Item data is really heterogeneous, so separate commands or scripts are clearly
needed since we have 2 strings, 5 sets of bits, weird and off by one data
packings and an array of stats. Arrays of data offset constants won't work when
our file formats are this messy, but we could still use lots of constants.

I'm worried that just wrapping data with scripts isn't much use for "backwards
compatibility in the future". If the internal format changes, the scripts can't
be updated on existing games (well, don't try it). And the scripts won't have
access (or not directly) to internal data or functions that might be useful,
like updating the hero stats or inventory affected tags.

A sticking point are the item effects: We already have 5 possible item effect:
in battle attack, used-as-a-weapon attack, out-of-battle attack, textbox, and
teach spell. Bug 545 suggests adding a script trigger too. Would this be
mutually exclusive to those two? oob attack and textbox are exclusive. I'd have
to test to be sure, but doesn't teach spell also override those two?
It would be nice to do something like:

get item effect (item, effect)
set item effect (item, effect, ID)
item effect: textbox  #overwrites effect:out of battle attack
item effect: out of battle attack  #overwrites effect:textbox
item effect: in battle attack
item effect: weapon attack
item effect: teach spell
item effect: script
define constant (-1, no effect) #'none' is taken?

Are the different overwrites too confusing?


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