> (1) I'm about to add another door flag, or maybe 2 actually. One secret > normal door, and the other secret pickproof door. At the same time I'll > also add a hidden flag for objects. Then I can add a search command to > find these things. What I want to know is where I'll have to add checks so Well, to do this you only need one flag, DORR_SECRET, because the door type is a bitvector, ie 4 + 2 = SECRET DOOR THAT IS PICKPROOF (*for my mud anyway) To make the door invisible you have to edit a few functions such as lookin_direction, scan, exits, etc.. However, I have a problem that when a player tries to go in the direction of a closed secret door, it says the X is closed. I also added a detect secret ability, that when a player enters a room that has a secret door, he has a chance of spotting the secret door and it will say, You see a secret door North. .... > (2) I find that as a player you go down moves way to quickly. I was > thinking of changing moves to a floating point number so I could make > moves go down at a slower rate, instead of giving players like 1000 > movement points which seem a bit stupid. How hard would it be to change This would would be unwise. Just decrease the move points requirements and give players more move per advance/tick. It is no big deal having 5000 mv pts if it balances in. I personally believe that stock circle is too generous with move pts anyway, so I toughened them up a bit. Also, if a char is poisoned or diseased they do not gain any mv pts per tick. (makes sense huh?) If you get poisoned, you had better have a cleric or antedotes with you or you will probably die. Of course, my theme is strictly AD&D so it depends on your theme I guess. Good Luck, Chuck +-----------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://cspo.queensu.ca/~fletcher/Circle/list_faq.html | +-----------------------------------------------------------+
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