On 1/25/98 2:25 AM, Patrick J. Dughi (dughi@IMAXX.NET) stated: > I'd have to say, if you want an easy solution, for objects at >least, just have the mud check for items that are no_take, and have no >name (leave their name and aliases blank). If so, discount it in the >'look room' so you don't get the blank line, and discount it in the 'get >all' so you don't have to have the "You can't pick that up!!" line. >Realistically, it makes sense that something with NO_TAKE and no name >wasn't meant to do much. Just curious, why would you have something like >this? The only things I can think of, you could duplicate with room >spec_procs just as easily. You wouldn't want the characters to carry >these things around i'm assuming... It would be useful, actually. I took about 10 minutes to imp intangible mobs, and we use a special MOB_PROG flag to represent its a special program/script mob. We use this for such things as launchable grenades in scripts attached to pulse rifles. The script loads a mob, and lets the mob loose telling it the direction to travel and all. The mob heads off in said direction, and after a total of 6 or so second, kaboom, there goes the room. Of course, the player doesn't get any credit for the kills (yet... :-), and its debateable if they should. I imped it for mobprog purposes, but one could use it for whatever reason they would want. - Chris Jacobson +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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