version 1.35 | | version 1.36 |
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| | |
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Changes for CVS: | | Changes for CVS: |
| | |
| | New materialtype system for crossfire. Based in concept on my original |
| | design, but rewritten from scratch to make it easily extensible. |
| | |
| | In a nutshell: |
| | |
| | Each of the old materialtypes (metal, glass, stone, wood) are now a class |
| | of materials. When an item in the game is created, if it does not have a |
| | specific materialname of it's own, a materialname is generated randomly |
| | from the matching entries in the "lib/materials" file. This file |
| | contains all of the saving throws, and other material specific |
| | modifications for each of the expanded materials. |
| | |
| | Materials can be manually specified in the arch with the "materialname" |
| | directive. Such as the gold coins, which are specified to be made of, |
| | you guessed it, gold. |
| | |
| | Saving throws have been slightly rewritten to use the new materialtypes, |
| | and a few other minor details associated with materialtypes have been |
| | patched up. |
| | |
| | Adding a new type of stone or wood, is as simple as adding a new entry in |
| | the lib/materials file. The game will automatically start distributing |
| | them around randomly. |
| | garbled 2003-01-29 |
| | |
Various bug fixes: | | Various bug fixes: |
common/item.c: If nrof of an item is 0, have it print singular name and | | common/item.c: If nrof of an item is 0, have it print singular name and |
not plural name. | | not plural name. |