Hi! As a newby on the list I might disturbe some rules, but anyways: I have an idea, which will add an interesting aspect to CirleMud. The main idea is adding a treasure-type, which can be given to any object and mobile in the game. This treasure-idea came originally from Frank Tore Johanson's game CrossFire. The implementation will do the following: - every treasure assigned to an object/mobile will create a list of objects - every object in the treasure needs a roll to appear in this list - when the roll fails, a sub-treasure-list will be taken The struct for the treasure will look something like this: struct treasure { int roll_needed; /* minimum roll needed */ struct object *object; /* create this */ struct treasure *next, /* next in list */ *succeded_next, /* when roll succeded */ *failed_next; /* when roll failed */ } ..fairly straight-forward... When included, this type will change alot in the game : - almost all mobiles will carry objects - mobiles won't always carry the same inventory - treasure-chests are much more surprising ;-) - editing mobile-inventory will be greatly improved - etc Please, give it a thought (perhaps implement it before the release of 3.0 ?). Bye, Patrick (Thal) van Logchem (v912152@si.hhs.nl)
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