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Re: Further notes about 0.90.1.
- To: Tero Kivinen <>
- Subject: Re: Further notes about 0.90.1.
- From: "'Evil' ERic Mehlhaff" <>
- Date: Fri, 18 Feb 1994 07:32:10 -0800
- Cc: "'Evil' ERic Mehlhaff" <>, crossfire (at) ifi.uio.no,
- In-Reply-To: Message from Tero Kivinen <> of Fri, 18 Feb 1994 14:39:48 +0200 <>
Tero Kivinen <> recently wrote:
>"'Evil' ERic Mehlhaff" writes:
>> I see this working is that in the archetypes, you can specify something in
>> their entrance (slaying) field for whatever, say /generic/house. If, in
>
>When I tried to create some items it was very annoying because every
>field is used for so many different things. It would be quite easy to
>add some more keywords to archtypefile parser so it could contain
>different keywords for all different things and parser would then put
>the stuff after keyword to some field in archtype-structure. Parser
>could also check that any of the fields is'nt set twice etc. There
>should at least be some kind of document of all those different
>settings you can set for different kind of objects. Perhaps there
>should be better "language" to define archtypes, maps etc.
I agree. I was always annoyed by the fact that certain fields in the
object fields meant something totally weird in the actual game.
I like the fact that the files were all in text. It shouldn't be hard to
make things like 'exit_to' mean the same thing as 'slaying' to the parser,
and we'd have the added benefit of not needing to translate the maps
and archetypes if an exit_to field in the actual object structs gets
made later on.
And, values like 'last_sp' have totally nonintuitive meanings in things
like weapons and armour. Documentation on what they mean would be really
nice. I've added a few in our local crossire.doc -- I'll post it if
people want it -- unless someone's got a real complete version floating
around somewhere...
ERic mehlhaff,