loftar wrote:Well, it's not primarily because of the availability of a list of all items (though that's a major factor too, of course), but because of the lack of any reasonable way to define item identity in any useful way. In particular, the requisites for e.g. crafting recipes or building blueprints are not defined as "this kind of item", but rather some or another predicate that items that go into that slot must satisfy. It is far from obvious how to make any kind of UI for specification of such predicates in the clients, and of course, the matching process is only one-way, so individual items could not be mapped into predicates in any way to implement the specific idea in the OP.
Granger wrote:then you can prime the slot with it to make it accept this type of object as payment
loftar wrote:Granger wrote:then you can prime the slot with it to make it accept this type of object as payment
As I said, the problem is with defining any kind of item identity that could be used that way. It may be possible to hack something together, but it would be an ugly hack at best, and unfixable when issues start arising.
Granger wrote:Do i get it right that you're just telling me that the moment i hold an apple in my hand your server has no idea that this is an apple?
loftar wrote:Granger wrote:Do i get it right that you're just telling me that the moment i hold an apple in my hand your server has no idea that this is an apple?
Yes, that is quite right. You might say that they are items that talk like apples and walk like apples, but there isn't a whole lot you can look at to say that it is an apple. When I say that I could hack something together, I mean I could do something like save the correct sprite for an item, and then accept all items that use the same sprite, but you can probably see why that would be opening a can of worms.
Granger wrote:You created this with OO technology?
Granger wrote:do you have at least some kind of ID which describes the idea of an apple (which stays with the object)?
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