All the toying around with the many sorted scripts and the like brought me back to an old idea I had. Someone had once asked for a dancing sword - just a sword that fought by itself when commanded, and acted like a normal sword elsewise. So, the standard protocol would be to load up a mob, remove the sword, and when the sword-mob was done it would reload the sword obj, and life would continue. This was not quite as easy as you'd think. I'm sure you could think of about 100 cases you'd have to deal with, where spec_procs or scripts would fail/become troublesome. Anyway, I thought a great solution would be to place the three main data groups (room_data, obj_data, char_data) into a single structure, add a switch to choose which data type it actually is, and then using that for special cases, treat everything bascially the same. So, you could mount a flying carpet, or have a talking room,, or a fighting sword, or, well, a slew of interesting things. Add it up with a script system that is generic at user level, which differentiates between object types at the level at which it becomes important, and you're all set for something that's at least interesting... Any thoughts? PjD +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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