Since I didn't include my code I can understand your arguments against the system that I use. In theory it has many loopholes, and in the long run its very hard to de-bug, but it works the way I want it to. I never meant to imply that it was fool-proof or stable, only that there are alternatives to using 'nanny' to handle character creations. The problem I constantly run into when dealing with descriptors as opposed to characters is that I'm not really used to that particular type of coding. Since I'm lazy, I would rather immediately bring the player into the game and then code towards the character than to learn how to deal with the more complicated descriptor. Using special-procedures definately expands the 'physical' size of the MUD, but IMHO it's easier to understand and de-bug than the stock character creation process. The few friends I have asked to test the whole process say that they love it, and it took me less than a week to kill all the cheats involved. As far as cheats go though, I am ashamed to admit that I like them, and actually promote them in my code and administration. A player who pays close attention can easily advance from level to level, gain great quality EQ, and move from area to area quite quickly on my MUD and that's the way I like it -FIRE +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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