> > 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. > That's a really good idea. Has anyone implemented this code or something > similar to it? I'm working on my mobs next, but I've already done it for rooms. I got rid of the pesky <zone #> flag that was unused and added a few. I kept <sector type> but it's now an indication of vegetation in the room: Forest Plains Brush Desert etc. Then I added <climate type>: Arctic Temperate Tropical etc. and <terrain type>, which is what affects movement the most: Flat Rocky Swampy Hilly Mountainous Sheer etc. I use a compination of the tree to create whatver setting is appropriate. For example, a rain forest would be Tropical Forest with Hilly terrain. A arctic wasteland would be an Arctic Desert with Rocky terrain. I know this later one sounds strange, but if you think of Desert not in terms of heat, but more in terms of "no food" it makes more sense. Allows players to 'forage' for food with varrying reults, local temperature and weather are possible, etc. -Eric +-----------------------------------------------------------+ | 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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