On Sun, 27 Oct 1996, Cyber Reaper wrote: > while were at it... how about a way to assign spec_procs in OLC > fassion... heck... a online spec_proc editor would be even beter =:) Now aren't we forgetting some things, here? First, code has to be compiled and the MUD has to be rebooted for the game to take into account the changes. Second, coding is tricky and someone can really messy up while trying it online; problems would be difficult to come by and a few minor errors can hold back that major code addition you have been planning for quite a long spell of time. Third, it's all too unsecure to have anyone except for those with the login to your account be able to code anything. Unless you are planning on a script language, I'd suggest staying *FAR* away from allowing builders to add spec procs online; and if you are creating a script language, you would need very good error-recovery or detection to pull it off without having the MUD crash every 2 minutes. Assigning spec procs, however, is easier done than said. :) Just have a little e-proc ("Spec") that has the spec procs name and a function that checks the e-procs name and assigns the spec proc to the index of the mobile. (did that sound really confusing? It's easier to code than to say) <*=-+Daniel+-=*> "Forgive me father, for I am sin." +-----------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://cspo.queensu.ca/~fletcher/Circle/list_faq.html | +-----------------------------------------------------------+
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