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Items refactor #2294

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edisonout opened this issue Nov 21, 2014 · 4 comments
Open

Items refactor #2294

edisonout opened this issue Nov 21, 2014 · 4 comments
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@edisonout
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I've got some free time to get back into hawkthorne and want to sort out the items & weapons code. Let me know if there is anything else that needs to be done/an extra feature you want added that'll make sense to consider at this stage.

  • fix spelling on item descriptions
  • separate tooltips into its own file
  • create ability to pick up notes & read them
  • same with potion recipes
  • combine fryer and brewing (I think I've done this somewhere already)
@8bitgentleman
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This looks like a great list. A couple of things.

  1. Why does the tooltip have to be in it's own file?
  2. Refactoring the quest module is something that has needed to happen since it was coded. @niamu and I did a bunch of brainstorming on the best way to approach it so hit us up if you want to give that a go.
  3. Should vehicles act as a sort of armor? The vehicle takes damage before the player does or the vehicle reduces the amount of damage that the player will get.

@edisonout
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Tooltips should have its own file because it has/will have so many other uses than just in inventory - it's basically a tool to read all the information in the relevant .lua file and display it nicely - so it's used in shopping and will be used in notes, quests & possibly potion recipes.

I should really start working on this.

@8bitgentleman
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Quests have been separated into their own module as of #2296

@niamu niamu added the refactor label May 7, 2015
@edisonout
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Rather than a full refactor, I'll just separate out tooltips into it's own module and check spelling for all item descriptions. Possibly include #2138 - making notes/potion recipes readable from inventory. I've updated above to remove things I won't be dealing with.

@edisonout edisonout self-assigned this May 8, 2015
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