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bonbadil, yes I'll definitely test it when it's ready. If it works well I'll
include it in the engine. Thanks!
Original comment by clintbel...@gmail.com
on 27 Mar 2011 at 4:52
Cool ! :)
I've managed to almost completely support stacks of items in inventory
yesterday, but already break it because some problems made me try to generalize
the concept to the loots, equipments, seller's inventory, etc. Stack of item
equipped may sound weird, but I think to be able to handle ammunition.
If i move a stack on the inventory, the whole stack follow, with a modifier
(shift ?) to move only one ?
If i drop a stack of 5 health potions, should I get one potion, 5 potions
scattered on the ground or a stack of 5 potions ? I would prefer the last.
What about trying to sell a stack of item ?
We could make gold coins a stack of item, too ? It will make the engine more
flexible, able to handle different kinds of money (silver coin plus bronze
coin). Maybe later.
Original comment by bonbadil@yahoo.fr
on 28 Mar 2011 at 5:10
It would definitely be good to handle any consumable this way: potions, ammo,
etc.
Feel free to use shift to manipulate item stacks (ctrl is already used for
buying/selling).
If the player drops 5 potions, I agree with your choice: I think it's best to
drop the entire stack and show it on the ground as "5 Health Potions" for
example.
I think it's ok to allow someone to sell an entire stack of an item.
I don't mind the idea of treating gold like a stacked item, but I'll wait for
later.
When you're ready please post your new code or a diff. I'll do some testing
and tweaking of my own before merging.
Original comment by clintbel...@gmail.com
on 28 Mar 2011 at 6:04
I have repaired the stacking of item in inventory. I attach the patch of my
mess, if you couldn't sleep this night. I'm here to learn, too, so I don't mind
to do the things again and again until you're tired to explain how things
should be done.
If I'm on the right way, I expect to handle stack of items in equipped and
sellers area, too.
Does I have to maintain compatibility with old savegames?
Original comment by bonbadil@yahoo.fr
on 30 Mar 2011 at 7:35
Attachments:
The patch looks high quality. Great work!
Here's what I suggest for the save file, so that it's compatible with old save
games:
carried= <- this line is just as before, contains 64 item ids
quantity= <- this is a new line, contains 64 ints. If this line doesn't exist
(e.g. old save file), assume quantity 1
Original comment by clintbel...@gmail.com
on 30 Mar 2011 at 7:54
Checked in: r312
Original comment by clintbel...@gmail.com
on 31 Mar 2011 at 12:59
With this new patch, you can have up to 100 special magical boots equipped
(named arrows, id 999). But it change nothing. Maybe we can now make a boots
launcher...
I've tried to factorize some code (like in areaClicked() and slotClicked()) and
make things simpler (like in drop() and add()).
The stock and the equipment storage are in an array, if we want to add more
storage or to generalize and use a same code for vendor storage. I'm not sure
I've well managed the memory...
I don't know if the tooltip in inventory should show "8 mana potion" or just
"mane potion" (and if the price should be for one item or the whole stack).
For the r314 ("Restored item sound on MenuInventory::add()"), I had remove this
line because it make playing the item sound several times for one action. I
think we should add instead a little short sound to say "I pickup something" in
GameEngine.cpp, line 86. When we trade with the vendor, we have already the
gold sound.
As before, this is only an humble draft of a beginner... ^_^
Original comment by bonbadil@yahoo.fr
on 1 Apr 2011 at 7:09
Attachments:
Looking at the patch now. Mostly seems good.
Note that code in the form:
ItemStack foo;
foo = {x,y};
is not working for me, not on MinGW nor XCode. So I've changed all such
instances to
foo.item = x;
foo.quantity = y;
So it's nice to have the option for stackable equipped items, but I don't have
a current use for it. The only such example I can think of is Thrown weapons
in Diablo 2. Still, having support for it is good. Checked in r318
Original comment by clintbel...@gmail.com
on 1 Apr 2011 at 7:50
A new little tiny patch, who just bring stackable item in the vendor and the
SHIFT key to move only one item of a stack. It should also be easier to add
other item storage, like a player chest or a craft shed. I think it's in your
idea of Flare as an easy editable engine.
I've not really played with this. I may have leave some bugs.
If you think it's better with this patch than without, we may think about give
less random items to vendors, otherwise they will be full too quickly.
I've not put my settings in the patch, this time. I just check again.
Original comment by bonbadil@yahoo.fr
on 3 Apr 2011 at 8:55
Attachments:
I like the refactoring, that clean-up was much needed.
Checked in as r323 with a few changes:
- I gave the existing vendors a bit less inventory
- Stackable items have a random quantity on vendors
- Any changes made to MenuVendor's stock are reflected on that NPC's stock, so
when you talk to the vendor again (without leaving the map) he has the same
stuff.
Original comment by clintbel...@gmail.com
on 4 Apr 2011 at 5:44
Completed.
Original comment by clintbel...@gmail.com
on 5 Apr 2011 at 3:05
Original issue reported on code.google.com by
bonbadil@yahoo.fr
on 27 Mar 2011 at 3:51