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dev_todo:functions_implemented_but_not_yet_used

Unused Functions

This page lists functions that are implemented in the code, but not actually used.
Some could really be used, others may probably be removed.

discrete attack damage

Through the damage_xxx fields in archetypes, it is possible to define the damage for a specific attacktype. If at least one field is set, dam is ignored for attack, and the discrete values are used instead.

Some archetypes could be updated to actually use this.

Also, things like dragon claws could use this.

harvesting-like skills

See sk_harvesting for details.

Those skills would enable to add fun things like getting fruits from trees, milk from cow, you name it.

unit tests

Located in test. Only a few are actually used, we could write some for complex things.

pants/legs

A new body spot, body_leg, was introduced to enable pants. No archetype still uses this. Also, some armours could be considered as having legs, thus should be fixed for that.

polymorph

This spell has been disabled for ages, but reactivated lately. It doesn't appear in any treasurelist, and no map seems to have any object with this spell. Thus need some quest for it.

transports

Transports have been implemented and are active on metalforge for a long time now, but they are hardly used. Two ships exist in Scorn's harbor (for testing) that are not useful, except to avoid a long mountain trek on a quest to get the king a mushroom with medicinal properties). Another ship may be found in Stoneville.

background music

Maps can now have a 'background_music' tag, which will get sent to client when the player enters the map. No map has this set, no client has any handling, and it isn't determined what the tag means (specific music, music genre, …)

Python-based guilds

cflogger

sqlite-based event logger. Generates a database of all events (kills, map enter/leave, …).

cfnewspaper

Supposedly used to generate a newspaper. Uses cflogger to find information. Pre-alpha version, doesn't do much.

advanced NPC dialogs

See cfdialog for more info.

use command

(trunk only)

Through the use command, it is possible to define complex item transformations.

use will work on 2 items, which will be called item1 and ''item2'.'

Syntax for command is 'use item1 with item2'.

item2 is searched for a key/value of the form, in this order:

  • on_use_with_<item1's archetype name>
  • on_use_with_<item1's type>_<item1's subtype>
  • on_use_with_<item1's type>

If no key is found, use will simply not do anything.

If a key is found, it's processed to know what to do.

Syntax of the value is pretty simple:

  • add [number] archetype: will give the player [number] items of archetype specified
  • remove $1: will remove one item1
  • remove $2: will remove one item2

Note that remove can appear multiple times, but you can't specify a precise number to remove.

dev_todo/functions_implemented_but_not_yet_used.txt · Last modified: 2018/03/30 08:34 by karl