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

--- Comment #12 from Bob the Hamster <[email protected]> 2009-10-28 
09:09:38 PDT ---
I think adding more features to the item system would be great. I think unique
items as described in comment 11 would be great.

However, I don't think we should hold up *all* item plotscripting commands for
that.

> use item (itemID) - simple enough.  Does no cost checking; use tags defined in
> item editor and delete item for that.
>
> item in slot (slot number) - return item ID of item in given slot in the
> inventory, or false if none in that slot.
> 
> item count in slot (slot number) - like above, but returns the amount of items
> in the relevant slot.

We should implement these three, as well as "set item in slot" and "set item
count in slot" right now. TMC, if you don't have check-in-able versions of
these commands already, just say the word and I will rewrite them from scratch.
I wouldn't mind getting these in before Ypsiliform.

> read item (itemID,dataslot) - would work much like read NPC, returning 
> relevant
> data like the item's inbattle attack ID, out of battle attack ID (or negative
> textbox ID), equippability, stat bonuses (each stat has it's own constant like
> "itemdata:HPbonus"), and even item name if possible.  The only thing that I 
> can
> see causing serious problems would be who can equip.  I guess each hero could
> be his own constant (itemdata:Hero1canEquip).

As for this one, I am uncomfortable with it. I know we have other commands that
read raw lump data like this, but those are hell for back-compat. A collection
of commands for reading and writing each individual item attribute would only
be a little more work to implement, and it would be much easier to keep
compatible in the future, and would be much less likely to conflict with future
extensions to the item format.

I am in no rush to get these in before Ypsiliform, we can take our time and do
it right.

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