[projectaon] Re: some capitalization

  • From: Iain Smith <iainsmith@xxxxxxxxx>
  • To: projectaon@xxxxxxxxxxxxx
  • Date: Tue, 20 Dec 2005 14:43:26 -0800 (PST)

There are numerous combinations, in FW we have weapons (melee and ranged), 
backpack
items, water, ammo and medikits, though AFAIK only the backpack items are 
rendered
differently at the moment (i.e. bold text).  Perhaps adding item checking to 
the item
class was is a little over the top, I tried it out because wanted to see if it 
could be
done (and it appears it can), that doesn't mean that it has to be done.  Lone 
Wolf
inventory is redically different to FW and also GS complicates matters further, 
don't you
just love the logistics of the thing? :)

I'm currently looking into JRex to see if the rendering in FWAC can be 
improved.  If I
can get that done then it would probably improve the case for redeveloping LWAC 
with an
integrated viewer which would make the improved item class a more viable 
concept.

Iain.

--- Thomas Wolmer <angantyr@xxxxxxxxx> wrote:

> Mmm... this old idea yes. Yes, I plan to add <item> tags at least,
> though maybe not go as far as tagging it up enough for inventory
> automation. Or...? At least we can do some thinking now:
> 
> What is required of an item tagging grammar? For LW, what I can come
> up with without checking the books is... (and please fill in what I
> have forgotten):
> 
> - Types: Weapons, Backpack Items (BI), or Special Items (SI)... or a
> Backpack itself!
> 
> - Size: A BI may take up two spaces. An SI may take up no space at all
> ("owing to its size you need not discard another item in its favour if
> you already have your maximum number of items"). Some items consist of
> several doses of such, but occupy only one space (Examples: Sabito
> Pills, or even Fireseeds).
> 
> - Picking up: Items can appear in quantities of one or more. Some
> items are automatically picked up. In some cases you can choose only X
> out of Y items. Sometimes picking up an item is associated with a cost
> of either money or other items (sometimes named items, sometimes X
> items of a certain type).
> 
> - Selling: Sometimes you can sell items for money.
> 
> - Checking: Items can be required in quantities of one or more.  An
> item may be included in any combination of and/or/not requirements
> together with other items, Disciplines, Ranks, or Lore-circles. An
> item may be "consumed" when checked for. Sometimes only one dose of an
> item is consumed.
> 
> There are of course also inventory events that cannot be described in
> <item> tags, because there are no named items in the text. In these
> cases we can include invisible event tags. There are also cases where
> there are item checks, but the check is not described in the choice
> text but in ordinary paragraphs, so the event needs to be tied to a
> choice, somehow.
> 
> --
> Thomas
> 
> 


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