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Re: [Adonthell-devel] Adjustments to items.h ?

From: Mike Avery
Subject: Re: [Adonthell-devel] Adjustments to items.h ?
Date: Thu, 14 Feb 2002 12:08:06 -0500

> However, I don't think we can limit everything to the pure number
> crunching. There are not only weapons and armour, and foci, reagents and
> potions, but other items too. Books and lightsources, keys and yeti
> figurines, all that stuff that needs to be handled in a completely
> different way.

OK, I see where you're going now.

> However, a python script could be attached to any of the use to handle
> everything that is not done by the generic code. Especially, the python
> scripts should be able to 'override' the normal code, to accomplish
> special behaviours. For example, a cursed foci might make flowers grow at
> the spot it is directed at, instead of roasting the opponent.

OK, I like that idea.  Yes, I can see where special circumstances would be 
much more easily handled directly by scripts rather than trying to figure out 
how core mechanics could produce flowers from a busted foci :)

> That could be done by checking the return code of the python script. If it
> is not 0, we continue with the normal mechanics, otherwise, we return
> immediately.

That's a god idea, I like it.


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