Thread: Limited Summon
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Old 01-29-2009, 03:52 PM   #6
Anitarf
Procrastination Incarnate


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Quote:
Originally Posted by Rising_Dusk
I don't actually like the implementation at all, really. In order to implement, you copy and paste this as many times as you have summoning skills you need to limit. That isn't even considering that there may be more code associated with the nature of the summon to begin with.
That's kind of the point, a summon spell could have other effects that could make use of these data structures so it's better that they're available to the spell coder than if they're locked up in a system, it also makes the whole thing more flexible since it can be edited more on an individual basis (like a single limit on multiple unit types etc.; such features would otherwise considerably bloat a general system). Furthermore, a map is likely to have few summon spells that need this sort of limitations, so there shouldn't be too much duplication of code.
Quote:
If you keep it like this, though, I think the only section of the resource database it would make sense is "Samples."
As it was intended.

Quote:
Originally Posted by Vexorian
Those structs must be private though.
Yikes, indeed. Fixed.
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