On Wed, 17 Jul 1996, Ryan A.J. Biggs wrote: > > That should work....I do hope that there aren't too many damage calls :) > I was thinking of trying to modify just the dam_message so that if > ch=vict it would display a different set of messages, but I don't know > how I could do that. Any ideas on that? It would probably require less > coding, and less changes. > Yeah... it would make the function kinda big. Maybe funneling the decision ahead a bit. For instance, make a function that decides weather it should call an alternate function. Hopefully this will keep the mud from making a lot of decisions. A limitation I can see about vict=ch messaging is that you might have a hard time doing things like giving out a special message depending on the type of damage the room incurs to you. Also... how will you know when the room is causing the vict=ch and it's not the player attacking himself? There are probably solutions to these and they probably come out to something easier then my last suggestion. I'm kinda new to mud coding, if my answers seem ineffeciant, it's probably because they are. :) Darned if I know. When you're forced to code locally on a P120, you may tend to code sluggish becuase you don't get to appreciate the lag. If my mud ever gets on a site, watch me find out how bad my coding was. hehehe.
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