Colbey, We've already created a mount system like that, you can stable your horse, and you'll receive a stable ticket from the stable boy, next time you want your horse, present your ticket and the horse will be brought to you. You can also tether it and other things like that, If you have new ideas to add to it I'd love to hear them and we can work on them. Brigand of IllusionMUD illusionmud.com 4000 www.illusionmud.com ------------------------------------------ Thanks for the idea. I am currently working on a mount system that will allow players to buy, own, train, and advance their mount(s). To make it possible to expand on their abilities I am going to(I guess) an extreme. I want to create an entire mountfile to save them in. Each mount would be different...kinda like pfiles. Thanks for the Room_travel idea. That sounds like it would work great. The way I plan on doing this, there will be no need to change pfiles.(well, that is my goal) All the mount info will be saved in the mfiles(mount files). The only thing that would change for players would be in char_specials... by adding the char_data *riding, ridden_by flags. But that data isn't saved. If anyone is interested in me posting/sending you the stuff(spec_procs, mounts, mount code) when I am finished drop me an email. Most likely won't be done for a while because I go back to school very soon. If anyone wants to help directly with this, I would be more than willing/interested in working with someone on this. Thanks all, Colbey lowreywo@jmu.edu > OBcircle - (this is what you forgot dimwit) > Well, I was digging through old mail and I just ran over an old post about how > mounts might be useful instead of just nifty. It hit me... Add a ROOM_TRAVEL > flag and have that flag increase the move cost of a room by 3-5X. Then have the > mounts cancel out the affect of this flag. After the code is all set, add the > ROOM_TRAVEL flag to all the rooms in your mud that are just connecting rooms > between town, caves, hamlets, etc (places players want to go). They will have > to buy a horse to make it there without having to sleep every 5-8 rooms. (esp in > the mountains) This will also add the illusion that your mud is bigger than it > actually is. > > The reason for the ROOM_TRAVEL flag is that I didn't want to double all the > sector types. Also, adding travel sector types would mean I would have to track > down all the macro's and SECT_ checks and make sure the new ones were included. > > --Angus - Sorry for the flame, but if you can't send anything on topic, don't > send anything at all. +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+ ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.com +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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