Quote ------> <newbie question 1> Read the FAQ. Mud Experience doesn't help a huge amount. Code experience does. <newbie question 2> By checking the FTP Site under contrib. Learn a lot from there. Learn from the Snippets page, and *know* the FAQ. <newbie question 3> See the above comment. Your not-so-friendly list admin, <------ Quote Actually, this is the best set of answers possible to his questions. I forget the exact working of the intro message, but in the 1st 3 or 4 line can it tell people to explore these sites and reading those documents before even thinking of asking a question? ok... on to my real point - SPEC's I was just mulling over in my head a way for builders to add a spec to a mob without me having to add a spec_assign. essentially, have the assigns happen on the fly using and ESPEC parameter in the mob/obj/world file. (would have to add espec code to the last two, but hey, they need it) I think it could be dynamic by doing something like how interpreter.c does the command pointers: (VERY PSUEDO CODE) mobfile: . . S guard code in db.c i think: . . case 'S': command=get_the_spec(); ASSIGNMOB(mob_num,command); break; I was trying to figure out how to allow builder to assign multiple specs to one mob using the present system, but that will probably take flags or a couple of different spec pointers, like a fighting spec, and a non fighting spec. right now the only way to do it is how the archipelego code handles moods and citizens, the SPEC(citizen) calls the mood code. Any comments, questions? (please direct flames to root@localhost) --Angus +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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