adonthell-devel
[Top][All Lists]
Advanced

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

RE: [Adonthell-devel] Hello Hello


From: Mike Avery
Subject: RE: [Adonthell-devel] Hello Hello
Date: Fri, 2 May 2003 12:37:11 -0700

> There's a python version of the character class that has some code in
> place. It's among the code attached to this mail:
> char-test/character/humanoid.py
> 
> I haven't added these things to the C++ side yet, as I am not entirely
> sure how the character code should be organized. Besides, 
> it's easier to
> try things out in python, as there is no need to recompile.

OK, I'll take a peek. :)

 
> Yeah. However, I suggested once that it might be better to 
> have a weapon
> and shield slot instead of right and left hand. That means you could
> have a shield equipped, but it would not apply as long as you 
> are using
> a two-handed weapon. But at least there is no need to remove/equip a
> shield whenever switching from one-handed to two-handed weapons and
> back. Otherwise its okay.
 
OK.  I was wondering about double-weilding.  No double-weilding? (weapon in
each hand)

Weapon and shield are fine, just thinking about potential requirements if
double-weilding is in the cards.


> Not really. It's some python code I've written to test the item and
> inventory implementation (Some sample items and some test cases). Some
> code to implement the rules, and recently some code for 
> damage effects.

Cool.
 
> It's all attached. Most of it needs to be rewritten, others (like the
> base class for item templates (item.py)) should be pretty much okay,
> although it might lack a few things. Have a look and see for yourself.
> 
> Most of that code requires pydonthell to run (which you'll find in the
> tools directory of the adonthell code). Some code may not even work
> anymore. What you may want to have a look at is 
> char_generator.py, as it
> now makes use of the effect objects. Which is the direction we want to
> go. However, the current implementation is still very rough.
> 
> Anyway, have a look to see if something useful is among the code.

OK, will do!

Mike




reply via email to

[Prev in Thread] Current Thread [Next in Thread]