-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 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 > -- [EMAIL PROTECTED] > > _______________________________________________ > Wesnoth-dev mailing list > [email protected] > https://mail.gna.org/listinfo/wesnoth-dev -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.2 (GNU/Linux) Comment: Using GnuPG with Thunderbird - http://enigmail.mozdev.org iD8DBQFDi0hSSBeC9Fa95UURAoFUAJ4yquuXRvurqqT7vP7dcEXJ3RcjXQCfbC5b NXJZ01TcXQqX9DGOqzk7FXo= =9wSE -----END PGP SIGNATURE-----
