You know, I've been thinking about languages too. Seems like, if you want to do things simply and without much killing of the playerfiles, you can have as many languages as you want (ok, up to a limit, as usual) if you make them skills instead of a boolean in a seperate array. 2 advantages: It's already set up so a simple spells[GET_LANGUAGE(ch)] (provided you write a GET_LANGUAGE #def in utils.h) will come up with the language char*. The memory is already allocated, so use it. 2 problems: takes out space from SKILLs (but who needs all those skill spaces anyway? Ok... don't answer that) you have to group them up to get the best effect, but that's not really necessary. Anyway, that's how I'm getting it done on lostlands1.5.1 (based on pl11 now instaed of pl8, which meant starting from scratch... it's nice to do that because you avoid previous boo-boos and can do some optimizing of design) BTW: can I get a Lostlands.circleMUD.org account or whatnot that's been mentioned? I'll probably just leave a pointer to where the latest dist could be found, and yes, it's still circle based :) -- Billy H. Chan bhchan@po.eecs.berkeley.edu bhchan@csua.berkeley.edu CogSci/CompSci http://www.csua.berkeley.edu/~bhchan ResumeInside
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