On Tue, 6 Aug 1996, Lost Empire wrote: > I think this is a great idea, but instead of losing con, why not lose > some cha, i mean, it would finnally add some good use to the stat! The Well, your CON is suppose to represent how "hearty" you are. I guess you could get "uglier" too, but considering it doesn't have any other bearing on the game, losing a point of CHA isn't gonna bother players. > only question i have for you is on your mud, what do you have to prevent > high level players from whipping out all the weaker ones? Its called rules and supervision. No matter how much coding you do, a mud can NEVER run on its own. Players find ways around things, and you must have some diplomatic rules. I allow PKing within 3 or so levels for any reason. However if you PK someone really far out of your level range, its logged and usually an IMM or WIZ will ask you why. We usually allow PKing for EQ. We like the idea that: if you cant defend it, you dont deserve to have it. Its rude and primal, but if they're higher level and you have a bitchin ass weapon, you should be able to defend yourself. We also occasionally allow PKing for grudges. (i.e. he called me a ..., or he was making fun of my sister or things like that) Steve quickey@cyberverse.com +-----------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://cspo.queensu.ca/~fletcher/Circle/list_faq.html | +-----------------------------------------------------------+ From goamkows@kirk.geog.sc.edu Tue, 6 Aug 96 13:50:22 EDT X-SystemInfo: MyE-Mail: EMail X-Message-No: 3518 (database) From: goamkows <goamkows@kirk.geog.sc.edu> To: circle <circle@cspo.queensu.ca> Subject: [Circle] wall of fog Date: Tue, 6 Aug 96 18:50:00 Message-ID: <CMM.0.90.0.839353822.goamkows@janeway.geog.sc.edu> Reply-To: goamkows@kirk.geog.sc.edu (goamkows) X-POP3-Rcpt: lk4150@per Return-Path: <@QUCDN.QueensU.CA:owner-circle@cspo.queensu.ca> Received: from QUCDN.QueensU.CA (QUCDN.QueensU.CA [130.15.126.2]) by per.cybercity.dk (8.6.12/8.6.12) with SMTP id TAA14134 for <lk4150@krull.dk>; Tue, 6 Aug 1996 19:07:24 +0200 Received: from cspo.queensu.ca by QUCDN.QueensU.CA (IBM VM SMTP V2R2) with TCP;Tue, 06 Aug 96 14:10:57 EDT Received: by cspo.queensu.ca (SMI-8.6/SMI-SVR4)id NAA17669; Tue, 6 Aug 1996 13:45:23 -0500 Received: from otis.cla.sc.edu by cspo.queensu.ca (SMI-8.6/SMI-SVR4) Received: from kirk.geog.sc.edu by otis.cla.sc.edu (4.1/SMI-4.1) Received: from janeway.geog.sc.edu by kirk.geog.sc.edu (4.1/SMI-4.1) Sender: owner-circle@cspo.queensu.ca Precedence: bulk well, i've got a working wall of fog spell, but i doubt if it is any efficient ;) basically, when a player moves into a room or does look, it checks all the objects in the room for a "fog" object. if it finds one, it obscures their vision: for (j = world[ch->in_room].contents; j; j = next_thing) { next_thing = j->next; if (GET_OBJ_VNUM(j) == 32) { send_to_char("A cloud of fog obscures your vision", ch); return; } } but, to have to go through all the objects in a room, every time any player moves into any room, seems like a grossly inefficient way to do this. anybody have any suggestions on a better way to go about this? +-----------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://cspo.queensu.ca/~fletcher/Circle/list_faq.html | +-----------------------------------------------------------+
This archive was generated by hypermail 2b30 : 12/07/00 PST