On Thu, 17 Jun 1999 16:20:44 Xual wrote: >On Thu, 17 Jun 1999, Edward J Glamkowski wrote: > >> >Secondly, has anyone developed a rou1nd-time based command system, like that >> >of GemStine III and Dragonrealms? >> >Like if you don't want your players abusing a command like 'steal' by simply >> >spamming it, you put a round-time on it, which is the number of seconds it >> >takes before you can execute the command again. Obviously, as you get better >> >in the skill your round-time for that skill-command decreases. Do players >> >mind this? >> >> Check out wait states. >> Look in the bash command for an example of how to >> use them. > >Sounds more like a job for an event system to me... First, for the person who asked the question, you can set variable lenth wait states - the last argument is how long the player must wait. Make it a big argument for complex actions and a small one for simple actions. Or maybe (11 - GET_SKILL(ch, SKILL_x) / 10.0) so that the wait will vary from 1 - 10 based upon skill level. In any event, Xual makes (or rather, implies) the point that the wait state takes effect *after* the action has been executed, but that it often makes more sense for the delay to occur *before* the action. Spell casting is a classic example. Events are the way to handle the pre-action delay, wait states deal out post-action delays. So, you would need to pick and choose depending on the specifics of each action. Anyway, you will find examples of several different event based systems on the ftp site and snippets pages. Angelfire for your free web-based e-mail. http://www.angelfire.com +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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