Just curious on peoples thoughts of event/queue based combat. I've played with the fightevent snippet with mixed results. I'm not quite to the point of replacing most of the handlers with an event based system globally, more thinking just a small queue that has a delay on each action before execution, however not creating a wait state on the player who issued the command. IE, player initiates combat, standard attack would be swing with current held weapon which has a delay of x (defined by various attributes/skills/etc). Before this event takes place, the player can still issue new commands, look, add his/her next action to the queue (special combat move or spell) etc. Keeping this in mind, the player should be able to alter this last action at any time by simply issuing a new one, however not be able to affect the action currently in the front of the queue. So the queue would only need 2 events in it for each member in combat essentially. No input results in default action being entered as next event as soon as the first event is out of the queue. etc etc etc. Has anyone completed anything similar? and any pointers on it? Thanks and regards, Steve +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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