From 3498738f081e3d61faabeba3c632e36ac9d8031f Mon Sep 17 00:00:00 2001 From: Alexander Pickering Date: Sat, 17 Mar 2018 17:37:19 -0400 Subject: Rewrote tutorials and readme Rewrote tutorials to sound more natural Rewrote readme to sound more natural --- tutorials/tut042_too_many_items.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'tutorials/tut042_too_many_items.md') diff --git a/tutorials/tut042_too_many_items.md b/tutorials/tut042_too_many_items.md index 9d95b00..48ba0cf 100644 --- a/tutorials/tut042_too_many_items.md +++ b/tutorials/tut042_too_many_items.md @@ -2,7 +2,7 @@ ## Too many items -In the last tutorial we saw how to create lots and lots of items. Sometimes, you think to yourself "that's way too many", and when you do, you simplify. Rougelike games have a tendency to have attributes associated with items. Commonly, "blessed", "normal", and "cursed". In this tutorial, we'll be using the technique discussed in @{tut021_detouring.md} to give every item one of these stats by overrideing @{item.lua.RegisterItem} the Serialize() and DeSerialize() methods to give every item a little extra data. +In the last tutorial we saw how to create lots and lots of items. Sometimes, you think to yourself "that's way too many", and when you do, you simplify. Rougelike games have a tendency to have attributes associated with items. Commonly, "blessed", "normal", and "cursed". If we implemented this by detouring the item.RegisterItem() function, we would make 3 items for every 1 item in the game. Moreover, if you had 3 addons that each did this, the number of items would quickly explode to an unmanageable number. In this tutorial, we'll look at another method of giving items effects. Instead of creating items with names, we're going to override how items save and load themselves to give them a little extra data. garrysmod/addons/artery\_rougelite/data/artery/global/item\_attributes.txt -- cgit v1.2.3-70-g09d2