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
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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
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
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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.
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:
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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
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,
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
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