well the thread was getting retarded, so I have to agree with him on that. I want you to know I am now using your code on my MUD and it poses no problems. (Although you may want to add another check in interpreter.c at new player creation) Its really a good way to end alot of problems real fast. All you have to do is code a message for the player saying if you're playing from a proxy, etc just e-mail an imp -no big deal -----Original Message----- From: Stephen Wolfe <siv@CYBERENET.NET> To: CIRCLE@post.queensu.ca <CIRCLE@post.queensu.ca> Date: Thursday, August 27, 1998 3:10 PM Subject: Re: Enough about multiplaying/decrypting passwords >> I'm sick of the spam about these two topics. > >who gives a fuck what you're sick of..if it bothers you that much filter >out anything with those words in the subject..this list IS for discussing >things relevant to running a circle mud including code, policy, and all >other aspects of administering and running a mud.. > >> My thought is this. No matter how stringent your rules are, someone will >> find a way to break them. Period. If you're not interested in doing any >> policing you shouldn't run a mud. Ok, end of my rant about multiplaying. > >why police when you can code out the possibility of infringements.. > >> 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? > >the mental endurance thing is pretty trivial..just copy hit, mana, and >movement points..they have all of the functions for regenerating, and >affects from spells, etc..shrug..that's all there is to it, and the reason >you didn't get a response was probably because most people thought that it >was pretty obvious..maybe i missed it, but what would running out of these >spirit points do? make you flee from combat? pass out? > >as for the other, i think you're referring to the idea that certain >positive or negative occurances have an effect on the game through npc >demeaner or such..you might want to just modify the alignment stat so that >it is adjusted by more than just the alignment of who the character >kills.. > >siv > > > +------------------------------------------------------------+ > | Ensure that you have read the CircleMUD Mailing List FAQ: | > | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | > +------------------------------------------------------------+ +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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