Re: [crossfire] Material
Hello. Quite some time ago, it was enabled on Metalforge but removed due to player complaints. What people didn't like about it was merging issues in their inventory window. They would (for instance) have 8 different Boots of Speed all because they would not merge together to be Boots of Speed x8; the material types (different hides; dragon, wolf, serpent, etc.) was determined to have caused this. My opinion is that almost all archetypes should have a fixed precise material, eg fixed wood, or metal, or other material. Using random ones should be limited to specific cases, including maybe quests items... The goal or hope of the original developer for this feature was to implement task quests in the game like find a NPC a stone amulet, a gold sword, serpent skin leather armour, etc. and then collect a reward. Indeed, this could be done. This can already be done, though, through the 'materialname' and 'material' things. Currently, right now, the material is used for two things: - when animate weapon is used, to give resistances to the golem - for throw saves to know if an item is destroyed or not by an attack Nicolas -- Mon p'tit coin du web - http://nicolas.weeger.org signature.asc Description: This is a digitally signed message part. ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire
[crossfire] Material
Hello. I'm not sure many people actually use the NEW_MATERIAL_CODE macro defined in config.h... I don't even know who knows what it is supposed to do or if it was tested :) So I'm proposing 2 alternatives: 1) remove this code, and forget about it 2) activate it and debug it. For option 2), here is a proposal for a defined behaviour. An object will have 2 properties, real material and readable material. The first will be used in the code, for various save throws and such. The second (current materialname) will be the name displayed to the player. The real material will be a comma-separated list of either material name (as defined in the lib/materials file or material type (as defined in include/material.h). If it is a name, this material is used ; if it is a type, a random one is chosen from the materials of this type. For computing purposes, the average of a value will be computed - if you have 2 materials, the eg fire saving throw will be the average of both values. It is only possible to use one material from the same type (one skin only). The readable name will be either defined by the archetype creator or map maker, or made from the real material(s). This is to let map makers have fun with names and still keep a real material underneath. A flag will indicate if the material bonuses (to damage, to weight, ...) were already applied to the object or not. Material will not be processed for archetypes or artifacts, to enable diversity. Examples: - material 8 will select a random skin, from wolfhide, dragonhide, and so on - material 24 will select a random skin and a random wood - material bamboo,64 will make a material from bamboo and a random stone. Opinions? Nicolas -- Mon p'tit coin du web - http://nicolas.weeger.org signature.asc Description: This is a digitally signed message part. ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire
Re: [crossfire] Material
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 I'm not sure many people actually use the NEW_MATERIAL_CODE macro defined in config.h... I don't even know who knows what it is supposed to do or if it was tested :) Quite some time ago, it was enabled on Metalforge but removed due to player complaints. What people didn't like about it was merging issues in their inventory window. They would (for instance) have 8 different Boots of Speed all because they would not merge together to be Boots of Speed x8; the material types (different hides; dragon, wolf, serpent, etc.) was determined to have caused this. The goal or hope of the original developer for this feature was to implement task quests in the game like find a NPC a stone amulet, a gold sword, serpent skin leather armour, etc. and then collect a reward. -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.7 (Darwin) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/ iD8DBQFLyKbFhHyvgBp+vH4RAg/TAJ9KynSdIDJ3vfBZoT9QIY39DHYBBACcDRYQ uJXIfPp25t8wdfX9bIqLar8= =dJzv -END PGP SIGNATURE- ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire
Re: [crossfire] Material
I'm wondering if there is documentation on the material system. Couldn't really find much :) So no one has any idea? The code looks to me like there is a cross between 2 things, material and materialname. Nicolas -- http://nicolas.weeger.free.fr [Petit site d'images, de textes, de code, bref de l'aléatoire !] ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire
[crossfire] Material
Hello. I'm wondering if there is documentation on the material system. Couldn't really find much :) Nicolas -- http://nicolas.weeger.free.fr [Petit site d'images, de textes, de code, bref de l'aléatoire !] ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire