As far as editing data structures does, the only structure I've bothered
with/dared to edit was the descriptor-data structure. Threw a byte in
there, initialized the byte when the socket was initialized, and I was
surprised the MUD didn't crash. <heh>. Now it seems to work fine; just
some betatesting required to ensure that nothing conflicts.
This is where I would install any structures regarding spell delays.
Visually, the player would focus on the spell ("Gorath closes his eyes as
he begins a surge of energy in his cupped hands..."), and then 2-5
seconds later, "The ball of pure energy pierces Thruvius for 43
damage!". I have damage indicators laying throughout the MUD based on
various classes and levels which makes the game a tad more realistic,
since players were requesting it. They just have to wait till level 5 or
10 until they can see what's happening. <grin>.
I think the descriptor structure is also where I would place any extra
character data. I don't like the idea of editing the player files,
considering I'm planning on having all the changes installed in the
gamma release of CM3.0.
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