Re: [crossfire] Materials

2011-06-29 Thread Nicolas Weeger
Hello. Considering the global response, I've removed that code, and associated data from the file (but leaving extended material in case someone wants to have fun with it). Regards Nicolas -- Mon p'tit coin du web - http://nicolas.weeger.org signature.asc Description: This is a digitally

Re: [crossfire] Materials

2011-06-27 Thread Mark Wedel
On 06/26/11 05:28 AM, Nicolas Weeger wrote: Hello. In the code is support for NEW_MATERIAL_CODE. Enabling it randomizes the material for many items, leading to proliferation of items with different materials and properties (more damage to weapons, different resistances, and such). Material

[crossfire] Materials

2011-06-26 Thread Nicolas Weeger
Hello. In the code is support for NEW_MATERIAL_CODE. Enabling it randomizes the material for many items, leading to proliferation of items with different materials and properties (more damage to weapons, different resistances, and such). Material support is half-written for multiple

Re: [crossfire] Materials

2011-06-26 Thread Rick Tanner
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 I wonder whether to enable that (extended material) support by default and fix issues, or totally remove it. What do you think? What I found to be irritating about the material code was it made inventory management much more annoying.

Re: [crossfire] Materials

2011-06-26 Thread Kevin Bulgrien
Rick pretty well summarized my feelings on the matter... nice concept in theory if unintended side rffects on stacking etc. were dealt with, but that seems a big challenge considering current game mechanics and what not. Rick Tanner l...@real-time.com wrote: -BEGIN PGP SIGNED MESSAGE-

Re: [crossfire] Materials

2007-07-06 Thread Andreas Kirschbaum
Nicolas Weeger wrote: Le samedi 09 juin 2007 23:49, Lalo Martins a écrit : what about... keep materialname and lib/materials, and kill the material field? Err, can't for now, Gridarta (which is hopefully the official editor doesn't handle this materialname field :) This should be no

[crossfire] Materials

2007-06-09 Thread Nicolas Weeger
Hello. I'd dug some in the material code, and it is quite messy. But I'm not sure how to fix/change it. Here is how it works. Material is used for saving throws against attacktypes (against fire, ice, ...). When NEW_MATERIAL_CODE is defined, material will also affect an item's resistances,

Re: [crossfire] Materials

2007-06-09 Thread Mark Wedel
Nicolas Weeger wrote: Hello. I'd dug some in the material code, and it is quite messy. But I'm not sure how to fix/change it. Here is how it works. Material is used for saving throws against attacktypes (against fire, ice, ...). When NEW_MATERIAL_CODE is defined, material will