On Thu, Sep 12, 2002 at 11:20:17AM -0400, Carlton Colter wrote: >Hello. > >I was wondering if anyone had ever seen a text based spell storage system >similar to the way objects and zones are stored. I would like to be able >to add new spells on the fly. Only the ones I wrote ;-) "on the fly" goes well with the dlopen/dlsym thread earlier, too. >I also want to create a system that does not >rig the classes to particular spells. I want people to learn new spells >from trainers spread out across the MUD. Like going to the mob "Frah the >master of Fire", and having to learn the skill\spell from him. Then once >you have learned it, it is added to your skill\spell list. Then, if it is >a battle skill\spell have it honed in battle, if it is not you >must "practice" the skill\spell with the trainer mob. Good luck. You lose a bit of individuality of characters eventually when everyone has every skill/spell. >I would also like to >remove the spec_assign from the c file and have that information in the mob >file. That way a builder can specify a special mob procedure without >having a coder modify any code. That requires a scripting language/interpreter, unless you're going to let them write C code in the mob file, compile & dynamically load & call it. >I did a search on the web and found this: >http://nlh.mudservices.com/mobprog.html Yeah. mobprogs, DG scripts, and I think there's several others. >I wanted to implement something like if not that in my mud. Because I want >the mobs to have character and to do different things. That's always a good thing. >Any ideas or directions on how to achieve my goals would be greatly >appreciated. Get the mobprog or dgscript patch from the ftp site. -me -- +---------------------------------------------------------------+ | FAQ: http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | | Archives: http://post.queensu.ca/listserv/wwwarch/circle.html | | Newbie List: http://groups.yahoo.com/group/circle-newbies/ | +---------------------------------------------------------------+
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