On Tue, 3 Feb 1998, Tony Robbins wrote: > Obcircle: > I don't really like how 128 bitvectors work. I'm going to experiment with > long long, and I'd like help with that too. Also, I'm going to move the > ITEM_ANTI_* flags into their own setup and do OasisOLC setup for it. > > I've noticed that the anti flags seem to use most of the things up when you > get some races and classes in there. > This is why I've moved away from ANTI-class flags. They fall apart as the number of classes increase, and make adding classes a nightmare. What I do instead is move the ANTI flags to the classes, and put 'quality' flags on items. So then, adding a new class is easy, and requires no OLC work to make your existing items comply. You just need a nice quality list from the beginning. For example, a sword might be IRON, EDGED, WEAPON. A cleric class might have !EDGED, and not be able to use it. A certain race might be !IRON, and be unable to use it. A monk might be !WEAPON. And so forth. Quality flags are also useful in that they give your code a way to 'know' things about items. For example, the IRON quality could be used to implement a giant magnet that would attract iron objects. A guard could be coded to not allow people with any WEAPON's to pass. A well-rounded 'quality' flag system is just nice...anybody else doing this? -price +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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