>[Hey! How about making "Quality flags?"] >> >Anybody have suggestions for types? >> >> EDGED and IRON are a good start. >> [UN]HOLY and BLESSED might be worth something (especially if you >> have undead in your world ;) >> >> How about other material descriptions, like PAPER or MITHRIL? >> I have actually made a unique bitvector for materials for objects. > >A material byte is useful on objects. It doesn't need to be a bitvector, >though, unless you'd like to support items made out of multiple types of >materials, which although an interesting idea, not one that I personally >think is worth limiting yourself to only 32 types of materials. ;) I made it bitvector so I could use multiple types without having to create a zillion new types. For example, a spear might be define as MAT_WOOD | MAT_STONE instead of MAT_WOOD_AND_STONE. The combo int definition would lead to a large number of probably unique or seldom used materials, and I wanted to avoid that. A few base materials which comprise most things. And while I might have a MAT_GOLD, MAT_SILVER, MAT_MITHRIL, MAT_IRON, obivously, a bitvector can't support every metal you want to use, so I created a generic MAT_METAL. > >Also having material types be defined separately allows you to implement >blacksmithing easier. (an item can be scrapped at a forge to produce >basically a lump of whatever type of material it was made of, these >"lumps" can be forged into things depending upon your skill and the >material type.) > >You can determine whether or not a weapon is "edged" by its damage message >("pierces","slashes", etc are edged, "pounds","hits","smashes",etc are >bludgeoning) Actually, there is an array, er... *was* an array in patch level 11, but I can't seem to find it in 12, which indicated which damage types were piercing (for purposes of backstabing). It was just 1 (if piercing) and 0 (if not), but could easily have been expanded such that 1 = pierce, 2 = slash, 3 = bludgeon. Is that array still in there? > Splitting weapon "types" into slashing, piercing, and >bludgeoning makes more sense to me then adding what seems to amount to a >duplicate flag. This weapon type can be used for such things as >determing whether it can be used by a particular class, whether or not it >can be used to backstab, and the effectiveness of armor against different >types of weapons. You could even link this to the material thing if you >wished, making, for example, crystalline armor less effective against >bludgeoning weapons and more against piercing, or something. There are >quite a few nifty things you could do with this. > +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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