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Re: [Adonthell-devel] equipping items


From: Kai Sterker
Subject: Re: [Adonthell-devel] equipping items
Date: Sat, 17 May 2003 10:52:02 +0200

On Fri, 16 May 2003 19:27:28 -0700 Mike Avery wrote:

> We could do this and make it so that perhaps in the case of a
> two-hander in the right hand:
> 
> - Left hand slot is flagged as "negated"
> - Left hand item effects are negated
> - Left hand slot is coloured with a red hue
> - equip() is disabled on left hand slot
> - unequip() CAN be used on negated slots

Yeah, sounds good. So I'll add the negated flag to the slot class.

 
> We just need to ensure as well that all two handed weapons "fit" in
> the right hand slot only, and not the left.

Yes. That's why I suggested One-Handed/Two-Handed weapon as category
below. Left hand would only take One-Handed weapons, while right one
could hold any Weapon.


> Agrreed on this one.  So we need to keep item counts for the quiver
> and hand slots.

Yeah. But that's already in the slot class anyway.


> I suppose passing the slot would imply the character.

I'd say so. The slot knows its inventory and the inventory should know
its character.


> I mean methods for the combat engine to gather information on
> character stats and weapon prperties etc for use in combat
> calculations.

Then it's clear. So I'll start with the others today! I hope that
characters can equip some items by the end of the weekend :).
 

> Do we want combat and other things getting info from the character,
> inventory and item classes themselves, or do we want to have an
> implementation in the manager to supply such things on request?

Whatever you think is best. I believe that we wanted the manager to do
this, right?

Kai




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