Nicolas Weeger (Laposte) wrote:
Looking at that, and looking at your example, it seems hardly really
clear to follow.
After some thinking, having a Python script handle the dialog seems the best
way, actually :)
This way, the whole dialog is written into the Python script, including
I agree that adding new static variables may not be the best thing.
And actually, for the NPC code, making it so it doesn't need them may not be
so hard (since I think it recursives pretty locally). OTOH, it may not be so
easy - I briefly looked at the apply code before formulating my
Have plugin_common make a static lib other plugins can use, that will
mean duplicate code in memory when running various plugin uing common
code, but that also is safer to isolate various plugins.
Nicolas Weeger (Laposte) wrote:
Hello.
I think the makefiles for the plugins are kind of weird
Per the recent discussion on code reorganization and what goes in what
release, this document is an attempt to gather the points raised and make it
into a formal document that can be included in the code or put on the wiki.
This document does not attempt to justify or explain why different things
Mark Wedel wrote:
Per the recent discussion on code reorganization and what goes in what
release, this document is an attempt to gather the points raised and make it
into a formal document that can be included in the code or put on the wiki.
snipped the large list
Those rules seem to make
On Monday 07 August 2006 02:49 pm
ERACC Subscriptions wrote:
I give up.
I have about a dozen Zorn quest maps I have worked at on and off for the
past several months on my local system that rely on players being able to
cast spells and prayers through and jump over their own earth walls to
I just thought of a new spell: disinfect
It would be a cone or other area prayer that removes diseases from items,
critters and players. Any groups that can cast disease should also have the
disinfect prayer. Perhaps make it a low level prayer that increases in power
with advancement in
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