Crossfire Mailing List Archive
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Re: difficulties, bugs and notes on crossfire 0.91.4



 Shop tiles will always be needed to some degree - the are what makes
a shop a shop (so that the created items are unpaid.)

 Using the random treasures lets you sell anything on those treasure
lists.  As it is right now, many of the shop tiles use the same
treasurelist as what is used for the random treasures (for
example, the shop amulets use the random_amulet treasurelist.)

 IF new stuff is added that is not on the existing treasure lists, then
the treasurelists will still need to be updated.

 I don't think that the proposed change will really make any different.
If you add a new category of items (say random helmets), you still need
to create a random helemts treasurelist, a random helmets archetype.
Once you have done that, it is not difficult to add a random helmets
shop tile.

 Also, to remove the special shop tiles and to use random treasure
combinations with jsut one type of shop tile will actually slow down
the game.  Why?  Because now whenever a random treasure is generated,
it has to go through all the objects on that square and make sure it is not
a shop floor, and if it is, set the UNPAID flag.

 So overall, I think you gain little, make for a fair amount of
effort, and unless you are going to update all the old shops to the
new system, really don't remove any of the old archetypes.

 --Mark