I made up two batchcode structes. One for the full Balamb garden, and one greatly reduced Balamb Garden, removing the superfluous thorough-fare locations which can be added later if required.
Shifted a few old features from the workshop. They appear complete. Will just need to test them, like I need to test all of the features so far.
Next: -Draw Command & related. -See through exit levels. (just description / whole description / custom)
Mocked up a quick non-interactive check on the character.search() method.
Although it may not be the best solution for objects that need to be interacted with by one command and not others, because search will prevent it being interacted with. I guess if there is a unique case I coudl circumvent search all together in that specific command or use a global search.
Added the Amount method to the Magic Handler. The last of the basic Methods I can forsee I'll require.
Next I think I'll work on the draw command.
Continued work on the Magic Handler by adding some basic methods.
Began work on the Magic Handler. I like keeping the features largely compartmentalised in it's own files, so that's what I'm doing.
I've made the skeleton set up: -I have a basic magic list. I will need to fill this in with each entry having a dictionary with more details. I should also consider replacing it with a database. -I've created the Character Mixin which sets up the Handler and dictionary. -I've set up the Handler. Will need to fill in the methodds as required.
Picking up the delayed exit contrib. I want to add custom messages sitting on the exit object. First I'll need to look at the default message system, then make the relevant changes.
Turns out the contrib does exactly what I want. I don't need to change it.
It uses a ndb at the beginning of the delay, and checks it at call back to see if the move should still happen. When I start combining features for them to interplay, I'll have to decide whether I should use the pose instead.
Picked up the old half finished pose system and finished that. The pose, pose/reset and pose/default lead to some trickyness defining the target. Wasn't as neat as I would like it to be but it should work. Will do a testing phase later which may encourage me to refactor it with fresh eyes.
Next I want to work on delayed exits to rely on the pose system.
Picking this back up after the last time I put it down.
On first review: -The ambience system seems to be functional and connected up to rooms only. Will need to connect up to objects and characters in future -The detail system seems to be functional and connected up to rooms and commands. -Everything else does not to be in a complete state. Will review as needed.
The next thing I'm going to work on is a pose/emote system.