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Name changes

Posted: Sun Jun 09, 2002 1:54 pm
by George Gilbert
For a number of reasons the next version of RTC (0.20) will not have backwardsly compatible save games (although the importing should still work).

As I don't like having to do this very often I'd quite like to put in all the major changes in now rather than string them out and cause problems later. One of these changes is to make the internal monster names consistent with their real names. The names I suggest are as follows - if you have any comments (or anything similar you'd like changed), please say so now!

MONSTER_ANT_MAN
MONSTER_COUATL
MONSTER_DEMON
MONSTER_DEMON_VIPER
MONSTER_DRAGON_RED
MONSTER_ELEMENTAL_WATER
MONSTER_FLAME_BLACK
MONSTER_GAZER
MONSTER_GHOST
MONSTER_GIGGLER
MONSTER_GOLEM_STONE
MONSTER_HOUND_HELL
MONSTER_KNIGHT_ANIMATED
MONSTER_KNIGHT_DETH
MONSTER_LORD_CHAOS
MONSTER_LORD_CHAOS_REINCARNATE
MONSTER_LORD_GREY
MONSTER_LORD_ORDER
MONSTER_MATERIALIZER
MONSTER_MUMMY
MONSTER_MUNCHER
MONSTER_OITU
MONSTER_OITU_GREATER
MONSTER_RAT_PAIN
MONSTER_RIVE
MONSTER_ROCKPILE
MONSTER_SCORPION_GIANT
MONSTER_SCREAMER
MONSTER_SKELETON
MONSTER_RUSTER
MONSTER_SLIME_DEVIL
MONSTER_SLIME_SWAMP
MONSTER_TROLIN
MONSTER_VEXIRK
MONSTER_VEXIRK_MON
MONSTER_WASP_GIANT
MONSTER_WIZARDS_EYE
MONSTER_WORM_ARMOURED_BROWN
MONSTER_WORM_ARMOURED_GOLD
MONSTER_WORM_MAGENTA
MONSTER_ZYTAZ

Re: Name changes

Posted: Mon Jun 10, 2002 12:22 am
by billgus
OK, here are some ideas:

MISC_SPELL_BOOK&nbsp &nbsp &nbsp &nbsp
- should be MISC_BOOK_SPELL so other books can be added later
(anyone for MISC_BOOK_MYST?)

POTION_EMPTY_FLASK
POTION_FLASK_OF_WATER
POTION_FLASK_OF_WATER_CSB
- Why FLASK first in one place and second later?
- Maybe just POTION_WATER ? -- after all, all potions are flasks too.
- So maybe POTION_EMPTY too? - or POTION_FLASK ?

STAFF_THE_FIRESTAFF&nbsp &nbsp &nbsp &nbsp
; maybe drop THE ?

WALLITEM_TORCH_HOLDER&nbsp &nbsp &nbsp &nbsp
&nbsp &nbsp &nbsp &nbsp OPBY=(MOUSE)&nbsp &nbsp &nbsp &nbsp
&nbsp &nbsp &nbsp &nbsp ACTION=(NULL)&nbsp &nbsp &nbsp &nbsp TARGET=(0)&nbsp &nbsp &nbsp &nbsp
&nbsp &nbsp &nbsp &nbsp OPTIONS=(STATE:B)
- If this switches between empty+torch and filled, then OPBY(MOUSE) isn't correct
- Why do ACTION and TARGET have to be specifed here? What is default?
- What is STATE:B? What else is possible?
- Can WALLITEM_KEYHOLE_GEM operate is the same manner?

FLOORITEM_DECORATION_FIREPIT
FLOORITEM_DECORATION_CRACK&nbsp &nbsp &nbsp &nbsp
FLOORITEM_DECORATION_GRATE_ROUND&nbsp &nbsp &nbsp &nbsp
FLOORITEM_DECORATION_GRATE_SQUARE
FLOORITEM_DECORATION_PUDDLE
FLOORITEM_DECORATION_SLIME&nbsp &nbsp &nbsp &nbsp
WALLITEM_DECORATION_CRACK&nbsp &nbsp &nbsp &nbsp
WALLITEM_DECORATION_DEMON_FACE&nbsp &nbsp &nbsp &nbsp
WALLITEM_DECORATION_DENT_1&nbsp &nbsp &nbsp &nbsp
WALLITEM_DECORATION_GRATING&nbsp &nbsp &nbsp &nbsp
WALLITEM_DECORATION_HOOK&nbsp &nbsp &nbsp &nbsp
WALLITEM_DECORATION_MANACLES&nbsp &nbsp &nbsp &nbsp
WALLITEM_DECORATION_RING_1&nbsp &nbsp &nbsp &nbsp
WALLITEM_DECORATION_RING_2&nbsp &nbsp &nbsp &nbsp
WALLITEM_DECORATION_SCRATCHES&nbsp &nbsp &nbsp &nbsp
WALLITEM_DECORATION_SLIME&nbsp &nbsp &nbsp &nbsp
WALLITEM_DECORATION_SLIME_OUTLET

- I suggest dropping DECORATION. Several places use these graphics for real things, like hidding places for items, the drain in the cistern, switches, etc.

could FLOORITEM and WALLITEM be shortened to FLOOR & WALL ?

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Some other issues:

FLOORITEM_TELEPORTER&nbsp &nbsp &nbsp &nbsp
&nbsp &nbsp &nbsp &nbsp OPBY=(PARTY_OR_OBJECT)&nbsp &nbsp &nbsp &nbsp - default to OPBY(ALL) (ditto for TRIGGERs)
&nbsp &nbsp &nbsp &nbsp DESTINATION=(9,7,8) &nbsp &nbsp &nbsp &nbsp - default to same square - e.g., spinner

WALLITEM_SWITCH_*
- default to OPBY(MOUSE)

The logic here is that you don't have to say STATE=(ACTIVE) all over the place. So, those objects that have obvious defaults should use them.

-------------------

For floor trigger, OPBY should eventually be a list:
&nbsp &nbsp &nbsp &nbsp ALL - the default, anything
&nbsp &nbsp &nbsp &nbsp PARTY; MONSTER, WALKER, FLOATER; LITTER, SPELL, PROJECTILE - wildcards
&nbsp &nbsp &nbsp &nbsp PARTY_OR_OBJECT, etc - some unions
&nbsp &nbsp &nbsp &nbsp OPBY(object) with OPTIONS for objects: LITTER, CARRY, and PROJECTILE

--------------------

MISC_CHEST to CONTAINER_CHEST
- In anticipation of Key Rings, Quivers, and Pouches, etc. as has been in the forum.

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and see my question on pit naming ...

and I'm still trying to locate an early version of the Amiga DM & CSB. I remember a 'small dragon' and Theolin being in them.

Re: Name changes

Posted: Tue Jun 11, 2002 1:39 pm
by Lunever
Maybe the normal Oitu should be named OITU_LESSER .
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