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Old February 27, 2011, 01:43   #11
Therem Harth
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Quote:
Originally Posted by will_asher View Post
What's wrong with do things in hacky ways?
Because the V 3.2 source looks all clean and beautiful, so I would feel guilty about sticking in something that ugly.

Re config files: I don't think that "Migrate realms to config files" should be a goal, just because the code involved in creating new spells is not that tricky to begin with if you're familiar with C's syntax. Also because doing it in C means you can have syntax highlighting, autocompletion, and other nice stuff.
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Old February 27, 2011, 19:10   #12
nppangband
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Quote:
Originally Posted by Nick View Post
There is also an assumption built in in places that there are only two spell realms.
It is only a moderate amount of coding to add a new spell realm, and it is fairly straightforward. The hard part is having enough ideas to create a new, balanced, and interesting spellcasting class.
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Old February 28, 2011, 02:46   #13
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Quote:
Originally Posted by Therem Harth View Post
Because the V 3.2 source looks all clean and beautiful, so I would feel guilty about sticking in something that ugly.

Re config files: I don't think that "Migrate realms to config files" should be a goal, just because the code involved in creating new spells is not that tricky to begin with if you're familiar with C's syntax. Also because doing it in C means you can have syntax highlighting, autocompletion, and other nice stuff.
The 3.2 code is hardly clean and beautiful, though it's quite a bit better than 3.0.6.

As for the config files: I don't think anyone is planning to write the spell effects in config files; rather to use them to define the spell books and spell class attributes, as is done in UnAngband. (This makes a lot of sense to me.)
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Old February 28, 2011, 03:06   #14
andrewdoull
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Originally Posted by Nick View Post
I think new spells are always likely to need more than edit files - but I may be being pessimistic there. And more flexibility is good.
Unangband says you're being unduly pessimistic. 90% of spells 'should' be doable in edit files. However, it does need quite a bit of code refactoring elsewhere to get it done.

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