> > Just as a sidenote to this: I would highly suggest that you add more > > slots for object values when your MUD is relatively young, > I agree - I use 6 slots and don't have any immediate plans for using > more, but can trivially imagine uses for more. It would be nice to see > the stock code up the number to at least 6, just for future expansion > (and the extra two can be immediately used by potions and scrolls!). This is silly. The stock code base was written to be expandable. Many muds don't need more than 4 slots. This is like the bitvector problem - half the spells newbie coders end up writing set bitvectors which are only used for one or two spells, in a small set of very specific circumstances. In these cases, it's easy to just write a function to see if a given _spell_ is cast on a person, not that they're afflicted with a given event. In anycase though, you can increase the number of slots with ease - even support arbitrairy different co-existing values. int i[20]; bzero(i,(sizeof(int) * 20); scanf(incoming_buffer,"%d %d %d %d ....etc); instead of giving an error when you read if((j=scanf(inc_buf,"%d %d %d %d",i,i+1,i+2,i+3)) !=4) { sprintf(buf,"Only got %d arguments - expected 4\r\n",j); log(buf); } > I'd also like to see the number of skills and spells available in stock > increased. Say, room for 200 spells and 100 skills (currently 130 and > 70). But then, I did languages as standard skills, and with each > language taking up a skill slot, I run out quickly. I'm sure there are > much better ways to do languages, so most people won't run into the > skill problem, but the spells are another ball park entirely... > What? There's a problem changing the NUM_SPELLS, MAX_NUM_SKILLS/etc macro definitions? Can't you just _do_ that? PjD +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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