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





--- Comment #7 from Bob the Hamster <[EMAIL PROTECTED]>  2008-07-25 07:46:48 ---
(In reply to comment #6)
> 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.

I personally would favor individual commands (regardless of whether those
individual commands are implemented individually or implemented as wrappers
around a generic read/write pair)

I think the commands that use constants like "alter NPC" feel kinda awkward in
regular use.

But ultimately I can't let myself loose too much sleep over the chaos in style
and naming, since that chaos is here to stay. We can reorganize the game code,
and we can reorganize the file formats, but due to backwards compatibility
concerns, plotscripting interfacers are (mostly) here to stay.

The best solution is to read the Principia Discordia, and embrace the Chaos. :)

> 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?

No, that is actually pretty nifty.  I like that interface-- and it does not
seem awkward to me in the same way that "alter NPC" constants seem awkward. 

Actually, reading your suggestion there makes me suddenly feel much better
about the whole thing :)


My only amendment would be:

  define constant (-1, item effect: none)

instead of the "no effect" constant


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