Hiya there... I found some code and was wondering if anyone had implemented this things or was willing to port them (they are for MERC muds..:) 1.-Multiple Buy, so you can 'buy 5 bread' and not having to buy one five times (so much for realism). This may extend to sell, I don't know if you can sell several things right now. 2.-Hot Reboot: From the 'README' text: Here is a version of the "hot reboot" command that logs in the players after the reboot is finished. It was inspired by the discussion about how MUD++ did this, but it does not base itself on MUD++'s code. Basically, for each playing descriptor, it saves the descriptor number, the player's original name as well as the host name (so we don't have to find that again). Then, it closes fpReserve, and exec's the MUD again. As exec preserves open file descriptors, players do not lose link. The MUD is executed with some extra parameters, so the new copy knows that it should reload some player files. It does that, and puts in the players at their old places. This looks as a very good idea, rebooting without users logging out (maybe to test some recently imp'ed small snippet of code or a new mobprog/special proc) 3.-I found a dual wield in which you specify in which hand you want to wield, but I was wondering if anyone had already implemented dual wield by way of holding, that is, if you hold a weapon you can use it as a secondary weapon, if it is a piercing weapon you use it for backstabbing no matter what ou have in the wielding hand (unless that is a piercer too) and I was looking forward on creating a skill, by which you would make double hits every round. Thw way I had devised this was to make it so if you were wielding a weapon and holding a weapon, without any special training you would first hit with your wielded and if missed (or below some value) you would use your held weapon (in the same round of violence) but you would never hit with both weapons in the same round unless: Were you trained in a multiattack skill, this way you would hit with both weapons in the same round, making damage with both, the damage of the held weapon should have a minus modifier of some sort, since using a weapon in your left hand if you're right handed implies that you are not as agile as if you were wielding it in the right hand. Were you trained in parry or dodging, if you missed with your weapon you would have a probability of parrying and/or dodging the attack of your opponent, but you wouldn't be able of parying/dodging with the same weapon in the same round of violence. Has anyone implemented this? 4.-I also found the code for a socials editor, has anyone made this... sometimes it is better to implement socials online since they are minor changes (maybe... socedit?..:) 5.-The taxidermist I had found earlier and written about, it is a spec_proc which makes a mob into a taxidermist who can convert corpses into named bags, that is, you can carry around a 'bag of fido skin' or maybe a 'bag of dracolich skin', what if you took a 'minotaur hide' from a 'bag of minotaur skin', yeech..:) Is anyone interested in porting this to circle? I'd change it so if you made the bag from an extremely evil aligned mob it'd be only wearable by evil aligned PCs (or viceversa, if anyone can convince me, I just want to make some limitations and keep something from the mob in its bag..:) Greets Thanks in advance Mythago --------------------------------------------------------------------------- Eduardo Gutierrez de Oliveira eduo@sparc.ciateq.conacyt.mx Administrador de Internet Internet Administrator Proveedor de Servicio Internet Internet Service Provider CIATEQ, A.C. Centro de Investigacion y Asistencia Tecnica del Estado de Queretaro, A.C. http://sparc.ciateq.conacyt.mx/ ---------------------------------------------------------------------------
This archive was generated by hypermail 2b30 : 12/07/00 PST