>Personally, my view on OLC is that the underlying functions for the >system should be completely independant of the interface. I was >thinking of writing the base functions to perform string setting, etc. >but not the interface for such a thing. that would be neat :) I think I could go for that. I could probably have other uses besides. > >->And then I did another MUD based on Council of Wyrms, >->where the PC's were dragons. I don't think I'd want to >->do that one again using an existing stock race code, and >->it would be extremely annoying to remove any such existing >->code. > >It depends, truthfully, upon how it is coded. Fair enough, but it would take a lot of good planning and smart coding to have races be a sort of compile-time option, although it would be really neat :) Assuming, of course, you are not content to just put a: #ifdef USE_RACES [race specific code] #endif everywhere race code should go. It would work, but would be messy and clutter up the code. I suspect there is a better way, but don't have time to think about it at the moment. >On the other hand, I've been working >on extracting classes into being external from the code; this should >make it possible to add/remove classes, or even run a classless run >without doing much more than maintaining a few xxxx.class files. If you can successfully do this, than the races thing will probably be similar. >->This would be neat. Also don't let players automatically >->advance to 31 with enough experience (or has this already >->been taken out?). Death Gate's code does this, but I >->suspect it is a lot of work... Um, I didn't really write that, did I? *boggle* I knew it was simple. In fact, the above doesn't even make sense, because DGC doesn't have immortal levels in the traditional sense. I have no clue what I intended to say :P > >->In any event, everybody has a different idea on what makes >->for a good clan system. > >Well, obviously, just because something is part of the (hypothetical) >release of the derivitive, doesn't mean someone can't change it. The point was that if we have different ideas on what is a "good" clan system, they might require very different types of coding, depending on what exactly we want to accomplish. But then, this is BobMUD, not CircleMUD, so I guess this is not something to make a big deal out of ;) In any event, I suspect many people would be happy with any form of pre-existing clan code. > >->If they are in the code, you don't necessarily have to >->use them, and they don't hurt anything by being there >->unused. >->The only problem with this is that you wouldn't want to >->add it to the stock unless it was completely debugged... > >I wouldn't touch mobprogs with a 10 foot pole. The idea is to improve >(in the opinion of some people) Circle, not to reduce it to an >inefficient mass of string compares... Check out Eric Green's mob scripting stuff - it's written a lot better and safer than mobprogs. +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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