> I posted two notes previously about two very interesting (imo) mods to > circle and got next to no response...and this irks me as I thought this > mailing list was puported to deal with coding issues and not meaningless > ranting about fascict police-MUD-states. I'm sorry, I think I lost your mail in the sea of multi-play mail which I deleted without a second glance once the interesting discussion finished. > In any case: I had two ideas, one about a "Mental Endurance" stat, and > one about a "banality" characteristic for items/zones that would effect > their performance in different themed areas. Does anyone have even a > rough idea of where I could begin to tweak with the code for either of > those two concepts? > Can you remind me about the mental endurance stat please? If it is just another stat, add an entry in structs.h where the rest of them are (this will mean you have to convert/destroy the player file). The banality characteristic. I'm assuming you mean something like a technology rating. A highly technological doohicky won't work very well - if at all - in a highly magical zone and vice versa. One way to do it would be to give each zone a value showing the rating. Perhaps one in both magic and technology, or just one for technology or your banality system, a rating from 0-100 would do fine. This would mean that you need to change the zone structure in structs.h, play with the db.c where the zone files are loaded in, and make sure you change the zone files. Then, have an identical rating held in a value in the object structure, again in structs.h. And make an alias to refer to it in utils.h. Then, whatever code you need to write can pick up both the rating of the object and the rating of the zone that the room belongs to very quickly, and then you can do whatever you want with the numbers. A quick way of doing it would be to give an object a min and max rating, and when the object wants to be used, check the rating of the zone, and then make sure it is within these boundaries. If not, it don't work. This also means that you can have items that can be used in all areas (0-100), some that are more technical (30-100), more non-technical (0-70), or for use in a specific zone (88-88 assuming only one zone has a rating of 88). Of course, the scale can be expanded or shrunk to whatever you want. Oops, I'm waffling again, probably because I'm going home in 5 minutes. I just hope that I haven't completely missed the point of your question and gone on to design something completely different. Ah well. Marc +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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