> I understand that a lot of implementors hesitate in changing the world > file structures as it makes it easier to attach public domain areas to > a mud. However, with the push for unique world databases, it might > be more beneficial to rework your mob strcuture completely, elliminating > the fields you no longer need, and replacing them with new ones. > > For, example, you might ditch exp, gold, hit points, damage, etc. > and replace them with size, attack type, defense type, mob class, > etc. and then have exp, hit points, thac0, AC and the like > dependant on these new fields. > > Suddenly you don't have to worry about a builder assigning 1000000 exp > to a Fido. > > -Eric That's a really good idea. Has anyone implemented this code or something similar to it? -Dalamar +-----------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://cspo.queensu.ca/~fletcher/Circle/list_faq.html | | Or send 'info circle' to majordomo@cspo.queensu.ca | +-----------------------------------------------------------+
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