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[Implemented] some progs feature suggestions

Mon, 02 Jan 2006 13:59:38

Crimson Wizard

1) I see that you have made a InflictorModifyDamage() function in Actor class, that is rather convenient addition to damage processing. But I suggest it may be good to make similar functions for death and touch procedures as well. This will remove thing's class checking in Died() function; as for touch "modify" function, you may move there some extra non-damaging effects like morph and teleport-other (In my opinion it is strange to see them in the "ModifyDamage" function since they have nothing to do with damage). 2) I think it would be good to have function (native maybe) that combines functionality of T_DrawTextW and T_DrawNText - that is: draws N chars of text with text wrapping. I have already met the necessity of such func during my mod creation.
Mon, 02 Jan 2006 16:28:29

Janis Legzdinsh

1) I'll definately will need to add some more callbacks. 2) That will be a temporary solution. What we really need is a substring function, but that will require supprt for dynamic strings.
Sun, 22 Jan 2006 15:20:24

Crimson Wizard

I also suggest to move artifact usage procedures into artifact classes. And also, why not move AutoUseHealth() from Actor class into Player class?
Sun, 22 Jan 2006 16:47:48

Janis Legzdinsh

I also suggest to move artifact usage procedures into artifact classes.
It would require Unreal-like inventory system. Otherwise the implementation will be very ugly.
And also, why not move AutoUseHealth() from Actor class into Player class?
Sounds like a good idea.
Mon, 23 Jan 2006 12:19:52

Crimson Wizard

[quote="Janis Legzdinsh":2dc429b9]It would require Unreal-like inventory system And what's special in it?
Mon, 23 Jan 2006 13:08:49

Janis Legzdinsh

It's a very flexible system, where you can easely add new items.

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