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Re: Skills!



>Having a multitude of weapon skills becomes fairly difficult to program.
>Either you need to have space for all the potential weapons in the player
>structure (which would be a lot), or some other method needs to be found
>to keep track of the skill levels.
>
>Keeping track of the specific weapon skills in the player also has the
>disadvantage of new weapons being added.  If there is a set amount of
>space, and someone adds a new weapon, things really get more complicated.

Don't make the player record a static structure. Have a list of skills and
values. If the skill is not in the list the value is zero.

But you still have to re-comple to add special functionality to the object.

Someone a while back suggested allowing objects to have code in them. By using
either TCL, list, perl, etc you could allow the language to grow without having
to recompile. This allows the ability to do fancy things with objects with
having to re-combile code when they are added. This would also turn crossfire in
into more of a game system.

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Dwayne