Closed angband-import closed 4 years ago
Modified by pmac on 22 Mar 2007 02:54 UTC
Modified by takkaria on 22 Apr 2007 17:34 UTC
Comment by pmac on 23 Apr 2007 02:38 UTC I'd like to see this get scheduled for the next engine/gameplay release (3.1.0?). The spell and object code is seriously flaky, especially now that Lua is out.
Comment by pmac on 23 Apr 2007 02:43 UTC (From tak's email) I would much rather have objects reference spells than I would have spells reference objects as they do now. Otherwise, the lists of numbers are pretty much meaningless to the casual observer.
Also use by-name rather than by-ID links if possible.
Comment by takkaria on 24 Apr 2007 22:33 UTC I think the payoff here is huge-- especially for mouse users. For example, if all items that provide identify can be programatically listed, then you could click on an un-ID'd item in the inventory and have "Identify" as an option.
Modified by takkaria on 3 Jun 2007 16:19 UTC
Modified by takkaria on 8 Jul 2007 20:48 UTC
Comment by takkaria on 14 Jul 2007 20:21 UTC I think that if the spells are moved to the effects.c framework, then that will do for 3.0.9. So, moving to "Future" again, for now.
Modified by takkaria on 25 Jul 2007 14:49 UTC
Modified by magnate on 26 Jul 2009 18:43 UTC
Comment by takkaria on 5 Apr 2013 06:32 UTC I don't think this level of customisation is a great idea anymore unless you have a full-blown scripting language. So closing as wontfix.
Reported by pmac on 22 Mar 2007 02:52 UTC There are a small number of genuinely diffent spell types. It would be nice to have edit files like UnAngband to specify spell levels, fail rates, and action. The current model (spells in p_class.txt in a mysterious order) makes it incredibly hard to add new spells.
process_spell_blows &c, with some modification to allow parse of damage, is the critical component, though some cleanup (making more tables) is needed.