> I also believe they shouldn't lose things, but then again, if you *really* > want to drop your sword in the water (by confirming it) then be my guest. > The 'extract_obj()' call should be taken as something to adjust for you own > MUD, not something set in stone. Preferably it will be changed to some > method where the players can get the object back (I kicked around the idea > of donating them but that made something somewhat realistic really > far-fetched.) If there is drop protection I see no reason to let the players get their items back, unless you want to implement that, of course. It would make a swimming/diving skill kind of useful now that I think about it. > >drop shouldn't cause players to lose equipment. When you're playing > >a mud you don't necessarily realize you're over water, I mean, > > Hopefully by reading a room description you can figure out you're over a > river, lake, or ocean. Wishful thinking. :) Here's a sample room description: > [ 5002] A Long Tunnel [ DARK INDOORS ] The tunnel branches off north. Was that one on water or not? Can you tell without checking? :) > >it's not like real life where you can feel the boat rocking, > > No, but you can read where you are, typically the titles are something like > 'The Great Midgaard Lake' or 'Over a big river.' See above. +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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