> In a message dated 2/12/00 3:43:30 PM Central Standard Time, > caminturn@earthlink.net writes: > > << I guess this would mean you can not have individual items. > i.e. if You anchant one item, it enchants all items? > If you have any method of changing an item, it changes all items? > spells, inset, customizations, things of that nature? > >> > > No. There are two structures, one global wide "prototype", and then there > are individual instances of that structure. Say you load a sword onto the > mob... That sword's attributes default tot he global wide prototype's > attirbutes whe nit is created. Now lets say someoen enchants it.. It > modifies that one instance, you never modify the prototype unless you want > every thing created from that prototype form then on to refelect that > change.. It's kinda an object-oriented way of approaching it.. albeit > bastardized... Atleast that's what I got from what he was saying just by > skimming the message. what i just said is how ROM handles it *s hrugs* What he said. You'd change the "prototype" in order to change all instances. An 'enchant' flag would be object-specific, as would who's wearing it and such. I've never seen a ROM MUD, so I don't know how it handles it, but I'll take your word on it. I guess it could be object-oriented-like..,I've never messed with it, so I can't say. But my system would be able to do OLC very well. There's not a lot of stuff I can think of that would be unique to any one object. Maybe personalization, but that's what a "personalized" flag is for. and then somewhere in the structure you can have a "what to override" flag. Hmmm...any other comments/criticisms/suggestions? -Axiem -axiem@swbell.net +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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