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ott a écrit :
> 
> It is already possible to do an inventory using WML, but it is very
> klunky and requires using the "choose an option" menu to manipulate
> variables representing the state of the inventory.  Adding a few user
> interface elements to support an inventory would not break the game,
> and would allow some types of interaction to happen more naturally.
> 
I agree with the underlying philosophy

improving WML to have campaign writers more at ease with complicated
stuff like implementing inventories in WML is fine...

after all most of the animation changes I plan can already be done using
heavy WML


but I don't think an inventory system in the game engine is a good
idea... it would turn like the "attack more than one hex away" we had
some time ago, everybody agreed it was a bad idea, but it was in the
engine, so devs had regularly that the feature was in, but shouldn't be
used unless you REALLY had a good reason... and eventually it was removed

WML needs to provide higher level tools for programmers, to help
implementing complicated game changes like inventories, but that sort of
things shouldn't be hard coded in the engine. If it's in the engine it's
not optional, it's mendatory

bye
Boucman

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