I was thinking the other day (Yes, I DO, do that sometimes), would it be practical for me to change the way spells are worked in the code? I was going over it the other day and found it terribly complicated (Well, for me anyway). I am pondering changing it from about 6 different functions (One for damage spells, another for apply spells, etc) to just one. So do_cast takes the command and finds the spell being cast. Then it passes the spell number, caster data, and the argument (Whatever is inside the ' ') to a function. This is simply a huge switch containing each SPELL_XXXX. So this means that each spell has its own code, and not just a generic, boring spell. Now this might be impractical for many people, but for little ol' me, I think its a good idea. Because I don't want generic spells, every single one of them will be different. I'm just looking for opinions, tips, pros/cons, lawsuits, ya know, the usual. - Kieran of Darkening Skies "Be careful what you laugh at it might laugh back." -- Sonia Lyris. +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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