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[Adonthell-devel] Adjustments to items.h ?


From: Mike Avery
Subject: [Adonthell-devel] Adjustments to items.h ?
Date: Wed, 13 Feb 2002 15:41:03 -0500

I've just remembered where I left off last time around.  Objects/items.

I've read over the items stuff  (item.cc, item.h, item.txt).  Further to the 
email I sent last time, should we expand the existing item superclass to 
incorporate weapon/armour/foci attributes or do Kai/Alex have a different and 
preferred way to do this?

I'd like to start on reworking the old melee algorithms into something more 
generic, modularized and extendable.  At the same time I would like to be 
able to pull in entities used in calculations from a generic object 
interface.  Since one is dependant on the other, its probably a good time to 
decide where attributes which effect melee/magic are to be kept, and how 
these properties can be accessed, and perhaps manipulated.  It is also 
possible that combat events could effect the properties of the items used.

Should combat-specific object modifiers (such as base damage, dexterity 
penalties, foci properties etc)  be managed in a core item system?  It makes 
sense to me.  We could make "the cook's burnt lamb-chops" equipable, and 
enable players to use just about anything for melee if they feel like it. :)

I suppose the concern is that the class could become HUGE.



Protagonist smashes the slug for 3 damage with a burnt lamb chop!



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