From: SourceForge.net <no...@so...> - 2011-11-11 10:42:55
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Bugs item #3085775, was opened at 2010-10-12 01:20 Message generated for change (Comment added) made by kymara You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101111&aid=3085775&group_id=1111 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: World Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: Wood Not Yet Ripe Enough. Initial Comment: Suggest change of text for wood gathering as wood probably should not be classified as ripe or not like other items which are picked which are usually food related items. ---------------------------------------------------------------------- >Comment By: Katie Russell (kymara) Date: 2011-11-11 02:42 Message: How about: a. Keep the unripe - look, they seem good b. Have a default for unripe - pick - I like something like Bluelads4 suggestion below c. Have an option to override the default unripe - pick, for wood for example d. Use the ripe - look as it is, but just say the item name. Leave out 'ready to be picked'. It isn't needed, really. redqueen, can you implement those? Is it clear how c. should be done, is it possible? As a separate point I noticed from the ripe-look, that 'wood' should be 'log of wood' for the correct full form of Grammar, I think that description is already using full form, because it has 'bulb of garlic' - so just that wood grammar needs to be fixed and I will make a separate entry for that incase it affects other conversations. ---------------------------------------------------------------------- Comment By: RedQueen (theredqueen) Date: 2011-11-11 02:42 Message: You are right. Saying the item is "ripe" or "not yet ripe" is fine for most of them - except for wood. But this is what this bug entry is all about. :) That is mainly why I suggested to implement wood as a respawn point item in the first place, although I understand the counter-arguments too. So maybe we keep the term "ripe" and neglect that it doesn't fit for wood as long as we can now alter the description for the unripe statuses of growers. I like your suggestions for the default descriptions. Can we agree on this? ---------------------------------------------------------------------- Comment By: bluelads (bluelads99) Date: 2011-11-11 01:01 Message: Hello, I'm not sure if it's needed to change the sentence. "Isn't ripe enough" fits to everything in my point of view except of wood... If there is a sentence change on the way, I wouldn't use "come back later" cause it's sound somehow rude... What about a more slide one like "You can't pick this growing [itemname], yet. Please come back later when it's ripe enough." And as a look sentence when it's ripe enough "You see a ripe [itemname]. It is ready to be picked." ---------------------------------------------------------------------- Comment By: RedQueen (theredqueen) Date: 2011-11-10 15:58 Message: I added a list of grower/respawn point descriptions as they would be seen when I alter the code slightly the way I meant to. Could you have a look at it if there are still weird descriptions appearing? ---------------------------------------------------------------------- Comment By: RedQueen (theredqueen) Date: 2011-11-08 06:11 Message: As I think about it...wood that fell from a tree is of course not "ripe". ^^ What about a default description like "You see a [item name] - ready to be picked."? ---------------------------------------------------------------------- Comment By: RedQueen (theredqueen) Date: 2011-11-08 06:02 Message: What do you mean with "it's not a symmetric solution"? We do actually need 2 descriptions of a grower - one for the unripe and one for the ripe status. But as we just have one attribute "description" it makes more sense to use this for the unripe status. Ripe food/wood could always be described with "You see a ripe [item name]" while unripe growers might look very different (a plant without fruits, a vine, or just the empty ground). ---------------------------------------------------------------------- Comment By: Katie Russell (kymara) Date: 2011-11-07 05:27 Message: For 1. here are the tracker artifacts. The history is that someone drew a 'unpicked' wood image (i.e. more fresh from the tree, not the clean image in the bag) https://sourceforge.net/tracker/index.php?func=detail&aid=1677981&group_id=1111&atid=351111 https://sourceforge.net/tracker/index.php?func=detail&aid=2688997&group_id=1111&atid=101111 ---------------------------------------------------------------------- Comment By: Katie Russell (kymara) Date: 2011-11-07 04:49 Message: 1. Wood did used to be a passive point on the ground. It was requested to change it. Then players had to 'Pick' up the wood rather than drag to bag. 2 seems fine although it's not a symmetric solution. Allow overriding of description for different levels of ripeness? In that case wood could stay using the grower. ---------------------------------------------------------------------- Comment By: RedQueen (theredqueen) Date: 2011-11-06 13:31 Message: I think we have two problems here: 1. Wood is implemented as "VegetableGrower" which is more likely to be used for items that grow in the ground (like carrots and leek). It should rather be handled as "PassiveEntityRespawnPoint" which is used for items that suddenly appear on the ground because they fell from a tree or have been produced by an animal (like apples and eggs). 2. The description of VegetableGrowers can't be overwritten by a custom message because we return static text depending on the ripeness of the grower. We have a custom description for wood in the code, but it is overwritten by the default message ("You see a planted wood seed."). My suggestions: 1. Define wood as "PassiveEntityRespawnPoint" (although it has to be dragged into the bag then, rather than just to click it) and keep the description "You see a log shaped indent in the ground.". 2. Restructure the class "VegetableGrowers" to work like this: a) Set a default description on initialization like "You see an unripe [item name]." as "seed" doesn't fit for most of the items. b) Optionally set a custom description of the grower for the unripe status like "You see a grape vine." or "You see a tomato plant.". c) When describing the item we return a text depending on the ripeness of the grower. If unripe we return the description (which is either the default or the custom description). If ripe we return "You see a ripe [item name]". What do you think? ---------------------------------------------------------------------- Comment By: Katie Russell (kymara) Date: 2010-11-28 15:19 Message: [23:19] You see a planted wood seed. likewise for the ripeness descriptions ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101111&aid=3085775&group_id=1111 |