On the ToME mailing list, I recently read about some "old style" branding flags which were going to be dropped or changed in ToME 3. Obviously, a module-maker who wants to restore a lost flag will have to write the code from scratch; but what about redefining the behavior linked to a hard-coded flag? For instance, I plan to make Norseband's damage multipliers consistent for all "normal" brands/slays. SLAY_TROLL, SLAY_DRAGON and SLAY_UNDEAD would all have a x2 damage multiplier by default; non-artifact KILL_FOO weapons (they'll still exist, but be rarer than before) would have a x4 multiplier by default. Would writing such rules make the engine malfunction, or would I need to call my rewritten flags by their own names (such as OLD_SLAY_TROLL)?

IngeborgNorden

NeilStevens: Nothing should malfunction. Don't forget: the T-Engine is not synonymous with ToME. ToME is its own module, and when your module is loaded, ToME is NOT loaded first or at all.

IngeborgNorden: Do you mean that those flags have been moved out of the source code for the engine altogether? I wasn't sure...

NeilStevens: That's exactly right. We're removing ToME-specific things out of the engine.

IngeborgNorden: Great idea; no more having to worry about conflicting flag-names as I thought I might! *flashes a thumbs-up sign*

Module Developers Discussion/Altering flag effects in modules (last edited 2006-12-12 02:30:36 by IngeborgNorden)