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RE: [Adonthell-devel] Hello Hello
From: |
Mike Avery |
Subject: |
RE: [Adonthell-devel] Hello Hello |
Date: |
Fri, 2 May 2003 06:09:16 -0700 |
> > I think the first task though Kai would be the topic of the other
> > discussion regarding items/effects/actuals/etc. If we can
> define the
> > interface for the managmenet module, then there's something to code
> > to.
>
> Right. Perhaps we should come up with a few example cases, to see what
> might be required. Then we can try to derive a common interface from
> that. Luckily, I'll have some more time over the following week, so if
> you want to discuss anything, I should be available :).
OK great!
Here's what I see:
The character class has slots (which will be populated by the manager) with
pointers to the objects in the right/left hand, torso, head, legs, feet,
arms, neck, fingers etc. The manager actually does the equipping, removal
and movement in/out of inventory through methods in the character class. It
also services requests for item information through request methods. I'm
going to have a good look at the container character classes. I'm not sure
how much is in place as far as slot naming (right_hand, neck, torso) etc,
but we'll need to name the equippable slots if not already done.
OK downloading the game data to take a look at how items are done. I'll
have a look at the python object stuff.
- Re: [Adonthell-devel] Hello Hello, Kai Sterker, 2003/05/01
- RE: [Adonthell-devel] Hello Hello, Mike Avery, 2003/05/01
- RE: [Adonthell-devel] Hello Hello, Mike Avery, 2003/05/01
- RE: [Adonthell-devel] Hello Hello, Mike Avery, 2003/05/01
- RE: [Adonthell-devel] Hello Hello, Mike Avery, 2003/05/01
- RE: [Adonthell-devel] Hello Hello,
Mike Avery <=
- RE: [Adonthell-devel] Hello Hello, Mike Avery, 2003/05/02
- RE: [Adonthell-devel] Hello Hello, Mike Avery, 2003/05/02