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[Adonthell-devel] Re: Adonthell-devel Digest, Vol 3, Issue 16


From: Andrew Michael Phillips
Subject: [Adonthell-devel] Re: Adonthell-devel Digest, Vol 3, Issue 16
Date: Sun, 16 Feb 2003 13:58:51 -0600 (CST)

That would work. Another idea would be to have certain slots set aside for 
ammunition. That, at least, is the way that the Baldur's Gate and Icewind 
Dale games have handled ammunition. Thus, the engine would have a short 
number of preassigned ammo slots. If those slots are empty, or unsuited to 
the weapon, the player is told that he's out of ammunition, and is 
auto-switched to a melee weapon or his fists.
One weakness of the auto-search auto-use method would be that the engine 
might use ammo that the player is holding in reserve. Say for example, I 
have a stack of 10 Arrows of Inferno +3 in my inventory that I'm saving 
for The Ice Queen (who is only vulnerable to magic weapons and isn't at 
all fond of fire) and through some mindless mis-management, I run out of 
ordinary arrows while fighting a group of low-level goblins. The engine 
does its job and auto-loads my UberArrows of Burning Death, and I end up 
wasting them on low-level goblins. I would -not- be happy

Just my two pfennigs.

Andrew

On Sun, 16 Feb 2003 address@hidden wrote:

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> Today's Topics:
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>    1. Weapons and ammo (Kai Sterker)
> 
> 
> ----------------------------------------------------------------------
> 
> Date: Sun, 16 Feb 2003 13:21:08 +0100
> From: Kai Sterker <address@hidden>
> To: Adonthell Devel <address@hidden>
> Subject: [Adonthell-devel] Weapons and ammo
> Message-ID: <address@hidden>
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> 
> One question that came up a while ago was how to handle items (weapons)
> that need ammunition. With the current item/inventory implementation,
> the solution is pretty straightforward, I think:
> 
> Weapons like slings, bows and crossbows will have a pointer to a slot.
> To 'load' them, you'd combine some ammunition with the weapon. The
> weapon's 'combine' method would then assign the ammunition's slot to
> that of the weapon. Whenever you attack with the weapon, it could launch
> one of the items in its slot (after checking that they are suitable for
> the weapon). 
> 
> The only problem is moving ammunition to a different slot. This would
> obviously break the link between weapon and ammo. A workaround would be
> the following:
> 
> The weapon also remembers the id (name) of the ammo assigned. Whenever
> the slot becomes empty (either by using up the last item, or by moving
> them to a different slot), the inventory could be searched for (new)
> ammo with the same id. This has the advantage that the weapon will
> automatically use all ammo of a certain kind, even if it is splitted
> into multiple stacks.
> 
> 
> How does that sound?
> 
> Kai
> 
> 
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> End of Adonthell-devel Digest, Vol 3, Issue 16
> **********************************************
> 

-- 
Andrew Phillips
Alpha Psi Omega Understudy







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