Edward wrote: >My next big task is to implement event queues, so I can >add casting times to spells. Thats not such a big task really, it works about the same way room affects do. A side note: Something I have never really understood about Circle 3, skills and spells are considered 2 different things. I think skills and spells should be the same thing. That way any new system developed for one can be used by the other. What is really the difference? On my mud we have developed just such a system. Each skill/spell entry has: skill/spell name spell (boolean we need to know if the incantation should be done) class that uses it level restriction mana cost hp cost mv cost pre lag (lag that player gets before the skill/spell is performed) post lag (lag that player gets after skill/spell is performed) This stuff is loaded into a table so that when the spell/spell is used we just do what the table tells us to do. All skills and spells are handled in one central location and dispatched to the correct routines to handle them. We also have online skill/spell creation, we can create the table entry and save it to disk. Then later we go back and write the fucntion that the table entry calls. This means we don't have to deal with writing the skill files ourselves. All we have to do is create the function. The reason i suggest doing all this, is that if you are going to go to the trouble to enqueue spells for pre-lagging them then you might as well do the same for skills. If skills and spells are the same thing, then you only need one piece of code to handle them. Also, this means that creating a skill or a spell is virtually the same task, there aren't 2 different methods. Thanks, Sean +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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