Instead of one simple determiner for objects (Magic Factor) it might be a good idea to have two. Have both MF and TF (Tech Factor) For example, a club would have a 0 in both, as it is not technological or magical. A magical, glowing club might have a 5 in MF, and a 0 in TF. A robotic, spike firing club might have a TF of 5 and a MF of 0. And finally, a robotic spike firing club, that magically glows, might have a 5 in both. In fact, you might even have certain 'powers' on items tied to a certain MF or TF, that way zones with certain limitations might stop certain powers. For example, if a zone only alloowed a maximum of MF 3 powers to work, the club might not glow, but walk into an aread where MF 9 is the max, and it glows. Same with the TF. This way, you can have some areas where both magic and technology work. --- "One hundred years from now, none of this will matter because you and I will be dead -- unless the Grim Reaper has switched his record-keeping to a Windows 95-based system, in which case we all might live forever. " -- Associated Press +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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