>>This is very close to something that I plan on doing. What I would like >>to do is have zones change depending on certain variables. An example is: >> >>The canyon is completely bare. >> >>But, if the time is winter and there is a storm, it would change to: >> >>The canyon is filled with snow. >> >>This is a very lame example, but it is what I want to do in a very simple >>place. >> >>Every zone would have two or maybe even more copies. The first part would >>to have it change depending on the time. If it is day in the zone, the >>shops are open and people are walking all over. Once it turns to night, >>the shops are closed and locked and nobody is out but the guards. >> >>I would then bbuild on that to include if a shop keeper was killed, the >>room would have a different description. >> >An easier way to do this, which I believe has been discussed quite >extensively on this list in the past, is to have extra descriptions >that only appear under certain conditions. > >Check the archives for the full discussion ;) > Okay this has deviated a bit from the idea of a floating zone. Tho similar in idea I believe the process is a little more detailed? for changing the connections of a room? How would one go about creating a "floating zone" that will automatically attach itself to an already existing zone and configure the room numbers so that exits exists or are removed upon the zone moving to a new location? Abram +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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