On Wed, 20 Nov 1996, Jack Wilson wrote: >You should just represent zombification as an affect. It >overcomplicates things to make zombie-ness an extra position... >there are too many ways that add-on code could break such >a scheme. The sitting/standing/etc states were originally >designed to represent a continuum of body positions (from >"lying on the ground dying" to "standing"), not to represent >all aspects of the character's current state. Much easier. PLR_FLAGGED(ch, PLR_ZOMBIE) Don't have to fiddle with the parser table. Although you do have to put checks into every function they can't do, or add another column to the parser table, 0 or 1, meaning if a zombie can do it or not, then just put the check in the command_interpreter. Another idea is to allow them to do anything that is ranked level 0 on the command table, but nothing higher. That should let them move around (south,north,etc are 0), but not fight. You'll have to change some, like kill is level 0, but it'd be simpler than a field. Anyway, just don't put a 10 minute timer on death, that really stinks (a la medievia), and falling down every few moves _really_ blows. (same mud) -- George Greer Student Systems Co-Administrator of Dragon greerga@muohio.edu http://www.ham.muohio.edu/~greerga -- Genius may have its limitations, but stupidity is not thus handicapped. -- Elbert Hubbard +-----------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://cspo.queensu.ca/~fletcher/Circle/list_faq.html | +-----------------------------------------------------------+
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