Re: [crossfire] Handling massive loot

2021-04-06 Thread Robert Brockway

On Tue, 6 Apr 2021, nicolas.wee...@laposte.net wrote:

The problem, as I see it, is that there is a need for scripting on the 
client in the first place...


CF is, for me at least, a RPG game, not a script-making game...


So let's figure WHY we need scripting, to fix that, instead of fixing 
the lack of documentation.


Hi Nicholas.  I'd like to highlight the difference between *writing* 
scripts and *using* scripts.


I agree that no one should have to write scripts in order to play.  That 
you can write scripts is a feature but it should never be required.


Using scripts though could be transparent to the user.  Perhaps the client 
could maintain a standard location for scripts and automatically install a 
series of scripts there the first time it starts.  These scripts would 
essentially be transparent to the user but power users would still have 
the ability to extend the scripts or produce new ones.


I was thinking of extending to "knowledge attempt* " to attempt as 
long as the player got ingredients in stock. This way, no need for 
scripting...


To the extent that you can predict how scripting will be used.

Even if you make the extensions you're talking about I'd urge the devs to 
retain client side scripting.  Some of us find it very useful.


Rob
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Re: [crossfire] Handling massive loot

2021-04-06 Thread nicolas . weeger
Hello.

Slightly old thread, but well.




The problem, as I see it, is that there is a need for scripting on the client 
in the first 
place...

CF is, for me at least, a RPG game, not a script-making game...


So let's figure WHY we need scripting, to fix that, instead of fixing the lack 
of 
documentation.


Proposal around that, unrelated to loot handling but well: there is the 
"knowledge 
attempt " command, to have the player attempt a recipe when having 
ingredients in inventory and standing on the correct crafting tool (workbench 
and 
such)

I was thinking of extending to "knowledge attempt* " to attempt as long 
as 
the player got ingredients in stock. This way, no need for scripting...

This would though first require the server architecture change I proposed at 
the start 
of the thread.



Nicolas‌


De : "Robert Brockway"A : "Crossfire Discussion Mailing List"Envoyé: samedi 27 
Mars 
2021 14:32Objet : Re: [crossfire] Handling massive loot  
On Sat, 27 Mar 2021, Nathaniel Kipps wrote: > Case in point, I've played the 
game off 
and on for years, and still > haven't figured out how to script properly. This 
is the 
problem. Even experienced players have issues with Crossfire scripting. My 
concern 
is that scripting is under-documented. Scouring the Internet years ago I found 
that 
some people had developed some quite sophisticated Crossfire scripts but almost 
none of them had been distributed beyond being mentioned in blog posts and the 
like. Everyone is welcome to any scripts I've developed. None of them are 
particularly complex. A few more complex examples can be found at the link 
below. 
http://murga-linux.com/puppy/viewtopic.php?t=80525 Rob 
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