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Re: [Adonthell-devel] Item spec
From: |
Sasha Kushnirenko |
Subject: |
Re: [Adonthell-devel] Item spec |
Date: |
Mon, 13 Jan 2003 15:57:02 +0300 |
User-agent: |
Mutt/1.3.28i |
Hi, Kai!
> I was thinking about coding the lowlevel character/item/inventory stuff.
Well, you made it quite clear :)
> * name (string)
> * type (list of strings)
> The 'categories' an item belongs to. Like "Weapon", "Sword", "Temple
> property" or "Banec's equipment". Obviously, an item can belong to
> several categories at a time.
Hm-m-m may require a bit more structure than just a list of strings.
> * quantity (int)
> For items that are stackable, it's important to know how many are in a
> stack.
I think it is a property of a slot, rather than of an item. Item can have a
"size" (like in real life). And I can buy magic-slot-size-enchancer.
It also opens possibility for an object to occupy a couple of slots.
> * charge (int)
> We probably need a max_charge value too.
Usual approach is 0 < charge(float) < 1. Unless there is a charge
enchancer :), but it is always possible to redefine the "capacity" of an
item.
> As a matter of fact, items can not be chargable and stackable at a
> time, as stackable items share the same attributes. So using up one
> item of the stack would use up all the others.
I disagree. Imagine I have 0.5 of a canle and 0.7 of a candle - I really
like if the game would reorganize it in 1.0 + 0.2 candle and stack them in
one slot.
> * value (int or float)
Maybe - price? It is more specific. There as well can me magic value....
But it is really minor.
> * description (string)
> * weight (int of float)
> The actual weight would then be: weight + weight_per_charge * charge
Good idea. Can aslo be applied for "size"
> Well, so much for basic item attributes. Anything I have forgotten?
> Anything that should be changed?
FIRST:
>From my little Database experience there is ALWAYS a gadget with a property
that doesnot fit database description. So we need somethig very generic
like a "property" or "specifics" (I do not like generic names... but) It can
be a link to some list or something. Color, presence of a ... sparkling
green star ... that differs real from fake gems and so on.
SECOND:
You discuss information passing around later in python example. I have not
even zero - negative experience in those questions - but would you consider
something like "item.ID" to solve some of this problems? So you pass ID and
perhaps have acces to all relative information? I apologize if all of this
is complete nonsense - I do not really know details that well.
Anyway I always setup ID for database entries.
> What remains, the interface to the Python item implementation,
Can not comment
> * Pick up
Will NPC do this?
> * Drop
> Equipped items need to be unequipped before dropping them.
Could be automatic
> * Equip
> * Unequip
> * Use
> What happens here depends much on the item being used. A lightsource
> might be turned on or off, a potion might be consumed. That means the
> use method needs to be implemented on python side.
I really like the idea of mixing ingredients to create things: would "use"
have enough flexibility to do that?
> With that I'll come to an end. Sorry if it's a lot of info, and not all
> of it explained in detail. If nobody sees any huge flaws in the above, I
> would go about implementing (and documenting) that stuff. Sounds okay?
I would recommend creating a skeleton or something. You already started it
with a torch.
Great job anyway!
Sasha.
- [Adonthell-devel] Item spec, Kai Sterker, 2003/01/12
- Re: [Adonthell-devel] Item spec, Alexandre Courbot, 2003/01/14
- Re: [Adonthell-devel] Item spec, Kai Sterker, 2003/01/14
- Re: [Adonthell-devel] Item spec, Alexandre Courbot, 2003/01/14
- Re: [Adonthell-devel] Item spec, Kai Sterker, 2003/01/14
- Re: [Adonthell-devel] Item spec, Alexandre Courbot, 2003/01/14
- Re: [Adonthell-devel] Item spec, Kai Sterker, 2003/01/14
- Re: [Adonthell-devel] Item spec, Alexandre Courbot, 2003/01/15