On Wed, 6 Aug 1997 angus@EDGIL.CCMAIL.COMPUSERVE.COM wrote: > 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: > 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 You can't have two currently, just make the spec_proc pointer an array and make sure to check both in mobact.c and elsewhhere. I have the framework down for something like this also, except I used 'P' for Procedure. > archipelego code handles moods and citizens, the SPEC(citizen) calls > the mood code. Any comments, questions? (please direct flames to > root@localhost) Citizens are cool when they call for guards help. :) -- greerga@muohio.edu me@null.net | Genius may have its limitations, but stupidity http://www.muohio.edu/~greerga | is not thus handicapped. -- Elbert Hubbard +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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