[CF-Devel] More patches and things to consider
crossfire-devel at archives.real-time.com
crossfire-devel at archives.real-time.com
Mon Sep 6 04:43:31 CDT 2004
One new one:
Patch tracker # 1022962: Rare book name overrun.
On Fri, Sep 03, 2004 at 12:25:42AM -0700, Mark Wedel wrote:
>
Kevin C. Rudat wrote:
>
> * 1001079: Make "alchemy" books say which skill.
>
>
Looking at the comments on the bug, there is a note that perhaps not
>
saying what skill is part of the game. I'm convinced of that argument
I wrote the patch because I didn't like the books claiming that every
recipie was an alchemy formula, when that's no longer true. I thought a patch
to give the right skill would be better than a patch just to remove the line
about alchemy. ;) I can understand wanting to give the challenge of figuring
out which skill to use, though.
>
(should we similarly hide spellbooks such that player doesn't know?)
After all that work to add the three new spellbook faces? ;)
>
A lot of alchemy has been more friendly - at one point, you didn't even
>
know what recipe you were buying until you could decipher it, because the
>
title of the book didn't contain that.
>
But that basically made buying recipes useless.
*confused*
Being able to see what item you're buying a recipie for, or
*not* being able to see which item it tells you how to make?
<snip>
>
>Server
>
>-------
>
>
>
>Modify the value of any generated spellbook that currently has the value of
>
>its clone, rather than only ones with a random spell.:
>
>
>
> This means you can plonk a spellbook and the spellarch on a map, and let
>
> the arch writers worry about how much its worth.
>
>
I'm not sure what you mean by this - I'm guessing that have the value
>
calculated when the player tries to sell it/look it/whatever, based on the
>
spell it contains?
My patch was worse: calculate it in the loader, I think.
<snip: arguments why not>
I agree. I like the editor being able to calculate it. The patch was for
a lazy mapmaker like me. (Perhaps a special server-dump-information mode
that looks for oddly priced spellbooks, so mapmakers can tell if they should
change prices.)
>
>Looking at a spellbook:
>
>
>
> Rather than "foo is a 9 level bar spell", "foo is a ninth level bar
>
> spell".
<snip>
Patch tracker # 1022973: "Words for numbers in spellbook description".
>
> Last time I looked there's a couple of places in the Python plugin that
>
> possibly assume ints and longs were passed by reference rather than by
>
> value, causing '*(int *)' to have unexpected values.
>
Should probably point out specifically which ones these are.
Patch tracker # 1022954: "Partial plugin pointer patch".
However, I dunno if Yann Chachkoff wanted ints pass by value or by
reference.
<snip>
>
> I added a few lines to two of the player-help documents in my local CVS
>
> tree. Should I share them?
>
>
Sure - can't hurt.
I ran diff and found I'd twiddled some other bits and pieces, too.
Patch tracker # 1022942: "Random documentation updates".
<snip>
>
I find if that's the case, you could just do a '-client 127.0.0.1' or the
>
like. I'm not convinced the wide spread usage of a nometaserver option.
Neither am I. In my compile of the client, when disconnected from the
network: After leaving a server, the client appears to block for half a
minute before giving up on the metaserver. It was just mildly annoying to
wait for the old client to go away so I could try the next compile.
>
>local-command table and fnu help system:
<snip>
>
Would be worth seeing.
Patch tracker # 1022245: "Improve client help with command tables".
>
>Inventory filter:
>
>
Well, what is probably most needed is a custom tag that can be applied to
>
the items to dictate how they show up.
>
>
I see limited value in being able to sort objects by type. So being able
>
to say 'this tab is all my money type objects' could be nice
Just to be clear:
The patch I made was originally to do things like redefine the tab with the
gold coins on it to have all the money-type objects in it. (*Sorting* your
stuff differently was an afterthought.)
It doesn't filter every view of the inventory the same way.
<snip: details about storing four octets for each item player carries>
That sounds useful. I should check the archives for earlier discussion about
it. Given the discussion about a better map command, agreeing on what way to
extend the protocol could be complicated.
--
Thanks,
-- Kevin "Never done it" Rudat <
krudat at origin.net.au
>
Has been bitten by semantics before. Sci-Fi/Fantasy ... type.
Pretends to know a bit of programming. Very bad manners.
Terrible posture and co-ordination. A forgetful ... wha?
<Kaa-Hahhnn> Humans are an example of a species rushed to life without
proper testing... they have LOTS of bugs to fix. ;>
_______________________________________________
crossfire-devel mailing list
crossfire-devel at lists.real-time.com
https://mailman.real-time.com/mailman/listinfo/crossfire-devel
More information about the crossfire
mailing list